Editing Lucas (PM)
From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then publish the changes below to finish undoing the edit.
Latest revision | Your text | ||
Line 1: | Line 1: | ||
{{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) | ||
}} | }} | ||
'''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''. | ||
Lucas ranks 15th out of 41 on the [[Project M#Tier list|official]] [[tier list]], near the bottom of the A- tier, a substantial improvement over his 30th out of 38 placement in ''Brawl'' | Lucas ranks 15th out of 41 on the [[Project M#Tier list|official]] [[tier list]], near the bottom of the A- tier, a substantial improvement over his 30th out of 38 placement in ''Brawl''. | ||
==Attributes== | ==Attributes== | ||
Line 20: | Line 20: | ||
Overall, Lucas is a character who can make it very difficult for opponents who have bad out of shield options or moves that are less safe on whiff. His power additionally gives him an upper hand against characters who would otherwise survive longer at early percents. However, he has a hard time dealing with characters who can easily out-range or gimp him and have good tech-chasing options or chaingrabs. Overall, Lucas has significantly better matchups than he did in ''Brawl'', and that has led to above average tournament results and representation. | Overall, Lucas is a character who can make it very difficult for opponents who have bad out of shield options or moves that are less safe on whiff. His power additionally gives him an upper hand against characters who would otherwise survive longer at early percents. However, he has a hard time dealing with characters who can easily out-range or gimp him and have good tech-chasing options or chaingrabs. Overall, Lucas has significantly better matchups than he did in ''Brawl'', and that has led to above average tournament results and representation. | ||
[[File:PMLucasAlt.png|thumb|Lucas' alternate costume.]] | |||
<!--attributes paragraph--> | |||
==Changes from ''Brawl'' to PM== | ==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. | |||
Lucas was heavily buffed from ''Brawl'' to ''Project M | |||
===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]], giving him the option to roll or [[floor attack]], allowing situational [[mindgame]]s.}} | *{{buff|When using Lucas's up [[taunt]], holding the input will actually make him [[trip]], giving him the option to roll or [[floor attack]], allowing situational [[mindgame]]s.}} | ||
===Attributes=== | ===Attributes=== | ||
Line 42: | Line 36: | ||
*{{change|Lucas' traction is lower (0.045 → 0.04). This makes it harder for him to punish out of shield but gives him a longer wavedash.}} | *{{change|Lucas' traction is lower (0.045 → 0.04). This makes it harder for him to punish out of shield but gives him a longer wavedash.}} | ||
*{{buff|Lucas now has the option to [[double jump cancel]] with the same mechanics as {{PM|Ness}}, making his combo game even more deadly.}} | *{{buff|Lucas now has the option to [[double jump cancel]] with the same mechanics as {{PM|Ness}}, making his combo game even more deadly.}} | ||
*{{buff|Lucas's additional lag from a grounded [[grab release]] has been removed; he is no longer vulnerable to grounded grab release followups or infinites | *{{buff|Lucas's additional lag from a grounded [[grab release]] has been removed; he is no longer vulnerable to grounded grab release followups or infinites.}} | ||
*{{buff|Lucas now has a sliding [[DACUS]] which is also the longest DACUS in ''Project M''. In ''Brawl'', a DACUS would completely halt his momentum. This significantly improves up smash's approach potential.}} | *{{buff|Lucas now has a sliding [[DACUS]] which is also the longest DACUS in ''Project M''. In ''Brawl'', a DACUS would completely halt his momentum. This significantly improves up smash's approach potential.}} | ||
*{{change|Lucas' fall speed is much higher (1.37 → 2.3) going from the 21st highest out of 39 characters to the 9th highest out of 41. This | *{{change|Lucas' fall speed is much higher (1.37 → 2.3) going from the 21st highest out of 39 characters to the 9th highest out of 41. This improve his vertical endurance but makes him more susceptible to combos.}} | ||
*{{change|Lucas' gravity is higher (0.09 → 0.125). This improves his vertical endurance but make him more susceptible to combos.}} | *{{change|Lucas' gravity is higher (0.09 → 0.125). This improves his vertical endurance but make him more susceptible to combos.}} | ||
*{{buff|Lucas' [[jump|full hop]] is much higher now being the second highest in ''Project M''.}} | *{{buff|Lucas' [[jump|full hop]] is much higher now being the second highest in ''Project M''.}} | ||
*{{nerf|Lucas' air speed is slower (1.05 → 1.0)}} | *{{nerf|Lucas' air speed is slower (1.05 → 1.0)}} | ||
*{{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]].}} | ||
*{{nerf|Lucas is significantly lighter (94 → 80) going from the 20th heaviest out of 39 characters to the 33rd heaviest out of 41. This significantly hinders his endurance although it allows him to be knocked down by | *{{nerf|Lucas is significantly lighter (94 → 80) going from the 20th heaviest out of 39 characters to the 33rd heaviest out of 41. This significantly hinders his endurance although it allows him to be knocked down by [[PM|Fox]]'s shine.}} | ||
===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]].}} | ||
*{{change| | |||
*{{nerf|Down tilt can no longer [[infinite]].}} | |||
*{{buff|[[Dash attack]] is much faster and has a longer duration (frames 17-22 → 6-16). It also has less end lag (IASA 42 → 38).}} | *{{buff|[[Dash attack]] is much faster and has a longer duration (frames 17-22 → 6-16). It also has less end lag (IASA 42 → 38).}} | ||
*{{buff|[[Up smash]] has decreased startup (frame 28 → 21) and ending lag (IASA 99 → 76). Lucas' improved DACUS also makes it a significantly stronger approach option.}} | *{{buff|[[Up smash]] has decreased startup (frame 28 → 21) and ending lag (IASA 99 → 76). Lucas' improved DACUS also makes it a significantly stronger approach option.}} | ||
*{{nerf|[[Up smash]] has drastically less range | *{{nerf|[[Up smash]] has drastically less range and has a shorter duration (28-53 → 21-32). It also no longer has a grounded hitbox slightly reducing the move's maximum damage output (2%-19%/18%/16%/14%/12% → 20%/16%)). It also has slightly less knockback growth (85 → 84).}} | ||
*{{buff|[[Down smash]] has more active frames for each hit (3 frames (all) → 6 (hit 1), 5 (hit 2)) and has much less ending lag (IASA 65 → 38/55); its second hit is now optional, performed by pressing the attack button again. This allows Lucas to perform 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|[[Down smash]] has more active frames for each hit (3 frames (all) → 6 (hit 1), 5 (hit 2)) and has much less ending lag (IASA 65 → 38/55); its second hit is now optional, performed by pressing the attack button again. This allows Lucas to perform 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.}} | ||
*{{nerf|Down smash can only hit two times instead of three greatly reducing the move's maximum damage output (42% → 31%). Down smash also has much smaller hitboxes | *{{nerf|Down smash can only hit two times instead of three greatly reducing the move's maximum damage output (42% → 31%). Down smash also has much smaller hitboxes which can no longer hit behind him.}} | ||
===Aerial Attacks=== | ===Aerial Attacks=== | ||
Line 73: | Line 62: | ||
*{{nerf|Neutral aerial has more ending lag (IASA 40 → 47) and autocancels later (frame 27 → 44) no longer being able to autocancel out of a [[short hop]].}} | *{{nerf|Neutral aerial has more ending lag (IASA 40 → 47) and autocancels later (frame 27 → 44) no longer being able to autocancel out of a [[short hop]].}} | ||
*{{buff|[[Forward aerial]] has less startup (frame 9 → 5) and ending lag (IASA 42 → 33).}} | *{{buff|[[Forward aerial]] has less startup (frame 9 → 5) and ending lag (IASA 42 → 33).}} | ||
*{{nerf|Clean sourspot of | *{{nerf|Clean sourspot of Forward aerial deals less damage (10% → 8%). The sweetspot is also much harder to land.}} | ||
*{{buff|[[Back aerial]] does much more damage (9%/12%/10%/7% → 12%/15%) and has increased knockback growth (80/90/60 → 100/80) making it a much stronger KO move, and is slightly easier to sweetspot and [[spike]]s, these changes make it a more reliable offstage finisher and edgeguarding option.}} | *{{buff|[[Back aerial]] does much more damage (9%/12%/10%/7% → 12%/15%) and has increased knockback growth (80/90/60 → 100/80) making it a much stronger KO move, and is slightly easier to sweetspot and [[spike]]s, these changes make it a more reliable offstage finisher and edgeguarding option.}} | ||
*{{nerf|Back aerial has | *{{nerf|Back aerial has more landing lag (15 frames → 20).}} | ||
*{{buff|[[Up aerial]] has much less ending lag (IASA 42 → 28).}} | *{{buff|[[Up aerial]] has much less ending lag (IASA 42 → 28).}} | ||
*{{nerf|Up aerial deals less damage (13% → 10%) making it a weaker | *{{nerf|Up aerial deals less damage (13% → 10%) making it a weaker KO move near the ceiling despite it's increased knockback (10 base → 20). It also has more landing lag (12 frames → 15).}} | ||
*{{buff|Up aerial's decreased knockback improves it's juggling potential especially when coupled with it's decreased ending lag.}} | *{{buff|Up aerial's decreased knockback improves it's juggling potential especially when coupled with it's decreased ending lag.}} | ||
*{{buff|[[Down aerial]] now only hits three times | *{{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. It also has less landing lag (28 frames → 18). These changes make it have more utility in combos, either as a starter or finisher.}} | ||
*{{buff|[[Zair]] now has a damaging hitbox which deals 8%, and is also generally better for recovering, as it can be used after an [[air dodge]] and ignores [[edge-hog]]gers due to ''Project M''{{'}}s new tether recovery mechanics. This significantly improves zair's utility as both an offensive and recovery option.}} | |||
*{{buff|[[ | |||
===Grabs and Throws=== | ===Grabs and Throws=== | ||
Line 89: | Line 76: | ||
*{{buff|Lucas's new up throw deals more damage (10% → 12%) and has higher KO potential.}} | *{{buff|Lucas's new up throw deals more damage (10% → 12%) and has higher KO potential.}} | ||
*{{change|Forward throw has less knockback, which improves its combo utility but hinders its KO ability.}} | *{{change|Forward throw has less knockback, which improves its combo utility but hinders its KO ability.}} | ||
*{{ | *{{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=== | ||
Line 95: | Line 83: | ||
*{{change|[[PK Freeze]] is now moved to side special, replacing [[PK Fire]], but functions the same as the latter. Neither Lucas' neutral or side specials have a voice clip anymore.}} | *{{change|[[PK Freeze]] is now moved to side special, replacing [[PK Fire]], but functions the same as the latter. Neither Lucas' neutral or side specials have a voice clip anymore.}} | ||
*{{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, giving Lucas better follow-ups out of the move.}} | ||
*{{nerf|Unlike PK Fire, PK Freeze does not push Lucas backwards | *{{nerf|Unlike PK Fire, PK Freeze does not push Lucas backwards making it less useful for recovering and removing his [[Magnet Pull]] technique.}} | ||
*{{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|PK Thunder has much less startup giving his recovery more safety and allowing him to use PK Thunder 2 much faster.}} | *{{buff|PK Thunder has much less startup giving his recovery more safety and allowing him to use PK Thunder 2 much faster.}} | ||
Line 101: | Line 89: | ||
*{{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=== | ||
Line 189: | Line 176: | ||
|- | |- | ||
! 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 | ||
Line 204: | Line 191: | ||
|- | |- | ||
! 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 | ||
Line 227: | Line 214: | ||
|- | |- | ||
! 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 | ||
Line 237: | Line 224: | ||
|- | |- | ||
! 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 | ||
Line 273: | Line 260: | ||
|- | |- | ||
! 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 | ||
Line 279: | Line 266: | ||
|- | |- | ||
! 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 | ||
Line 289: | Line 276: | ||
==In [[competitive play]]== | ==In [[competitive play]]== | ||
=== | ===Notable players=== | ||
*{{Sm|Ant|USA}}- Ranked 13th on the [[NY/NJ Project M Power Rankings]]. | |||
*{{Sm|Frost|USA}} MI | |||
*{{Sm|Hyperflame|USA}} MDVA (PMRank 2016 #8). Currently the best Lucas player in the world, and the first Lucas player to win a National in the history of Project M, doing so at [[Blacklisted 3]]. | |||
*{{ | *{{Sm|Kaito|Japan}}-The best Project M player in Japan during 3.02. | ||
*{{ | *{{Sm|Kip|USA}} Ranked 1st on the Georgia Project M Power Rankings. | ||
*{{ | *{{Sm|Narq|USA}} NYNJ | ||
*{{Sm| | *{{Sm|Neon|USA}} AZ -One of the best Lucas players in the world during 3.02, but still very skilled in 3.6. | ||
*{{Sm| | *{{Sm|Scraket|USA}}- Ranked 8th on the NorCal Project M Power Rankings. | ||
*{{Sm| | *{{Sm|Pink Fresh|USA}}-One of the best Lucas players in the world during 3.02. | ||
==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)]] |