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) | ||
|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== | ==Attributes== | ||
In ''Project M'', Lucas | In ''Project M'', Lucas performs daring acrobatic stunts for his regular attacks. He incorporates PSI into most of his attacks, meaning they have 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. Lucas is very combo oriented, and has a relatively strong wave-dash. His up-throw is a commonly used, because it hits multiple times before tossing opponents upward, similar to {{PM|Mewtwo}}'s in power and concept. | ||
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 temporarily increases the strength of his smash attacks, allowing him to KO faster. | |||
[[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.}} | ||
*{{ | *{{change|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| | *{{buff|New jab combo is only 2 hits, and is a better combo opener.}} | ||
*{{buff|[[Up tilt]] is now a flash kick in an arc-like fashion, which has more range and utility than his previous up tilt, and it can easily lead-up into combos or a [[down aerial]].}} | |||
*{{buff|Down tilt does slightly more damage and sends at a higher angle for potential follow-ups.}} | |||
*{{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 | *{{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 peform 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 can now be canceled, giving Lucas a very fast and long-ranged [[DACUS]].}} | ||
*{{nerf|[[Down tilt]] can no longer [[infinite]].}} | |||
*{{nerf|[[Up smash]] has decreased startup time, but drastically less range and slightly less power.}} | |||
*{{buff| | |||
*{{buff|[[Down smash]] | |||
*{{nerf|Down | |||
===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.}} | ||
*{{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|[[Back aerial]] does much more damage | *{{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.}} | ||
*{{nerf|Up aerial is no longer a reliable KOing option near the ceiling.}} | |||
*{{buff|[[Up aerial]] | |||
*{{buff|[[Down aerial]] now only hits three times | |||
*{{buff|[[ | |||
*{{nerf| | |||
===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| | *{{buff|[[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| | ***{{buff|This change inflicts more hitlag and less knockback, and autocancels upon landing, giving Lucas better follow-ups out of the move.}} | ||
*{{ | *{{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|[[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.}} | ||
*{{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 109: | Line 76: | ||
*{{buff|PK Freeze has less hitlag and is now SDIable.}} | *{{buff|PK Freeze has less hitlag and is now SDIable.}} | ||
*{{nerf|Tether no longer has a hitbox attached to it when it is grabbing the ledge.}} | *{{nerf|Tether no longer has a hitbox attached to it when it is grabbing the ledge.}} | ||
*{{ | *{{change|Cliff jump height slightly reduced.}} | ||
*{{change|Air jump animations cleaned up.}} | *{{change|Air jump animations cleaned up.}} | ||
*{{change|Boost smash window adjusted to be more appropriate for his jump speed.}} | *{{change|Boost smash window adjusted to be more appropriate for his jump speed.}} | ||
*{{change|Forward smash angled up does slightly more damage while angled down does slightly less.}} | *{{change|Forward smash angled up does slightly more damage while angled down does slightly less.}} | ||
*{{change|Down smash is two parts just like Link's forward smash.}} | *{{change|Down smash is two parts just like Link's forward smash.}} | ||
*{{ | *{{change|Neutral air now uses weight dependent set knockback on linking hits and is slightly more SDIable.}} | ||
*{{change|Forward air has normal hitlag.}} | *{{change|Forward air has normal hitlag.}} | ||
*{{change|Back air now uses the new light element effect.}} | *{{change|Back air now uses the new light element effect.}} | ||
*{{ | *{{change|Up air has normal hitlag, and now has a sweetspot that uses the new light element effect.}} | ||
*{{change|Grab animations edited to not look as awkward.}} | *{{change|Grab animations edited to not look as awkward.}} | ||
*{{change|PSI Magnet has an actual start up animation, allowing reversals, but the hit and jump cancel timings remain the same as before.}} | *{{change|PSI Magnet has an actual start up animation, allowing reversals, but the hit and jump cancel timings remain the same as before.}} | ||
Line 133: | Line 100: | ||
*{{change|Jab has been changed to be two hits with minor changes in functionality.}} | *{{change|Jab has been changed to be two hits with minor changes in functionality.}} | ||
*{{change|Up tilt hitboxes slightly tweaked so it makes more sense with the animation, also polished the move aesthetically.}} | *{{change|Up tilt hitboxes slightly tweaked so it makes more sense with the animation, also polished the move aesthetically.}} | ||
*{{ | *{{change|Down tilt animation angled slightly lower to shield poke better, also removed the sparkle graphic.}} | ||
*{{change|Forward smash Offense Up graphics shrunk.}} | *{{change|Forward smash Offense Up graphics shrunk.}} | ||
*{{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.}} | ||
*{{change|Dash grab tweaked slightly to have the grab better match the animation.}} | *{{change|Dash grab tweaked slightly to have the grab better match the animation.}} | ||
*{{ | *{{change|Up throw hitboxes now cannot be clanked, fixing a bug that would have him freeze up similar to Diddy's up throw.}} | ||
*{{change|Up throw animation has been improved aesthetically.}} | *{{change|Up throw animation has been improved aesthetically.}} | ||
*{{ | *{{change|Lucas's upper body cannot be hit during tether reel-in.}} | ||
*{{ | *{{change|Ledge roll 100+ works properly on edges with steep slopes like Yoshi's Island: Brawl.}} | ||
*{{change|PK Thunder bolt altered slightly so that the tail flinch hits no longer overwrite the head hit.}} | *{{change|PK Thunder bolt altered slightly so that the tail flinch hits no longer overwrite the head hit.}} | ||
*{{change|PKT2 multi-hits now use fixed knock-back. The hitboxes refresh every few frames but are now always out and active instead of turning off to refresh.}} | *{{change|PKT2 multi-hits now use fixed knock-back. The hitboxes refresh every few frames but are now always out and active instead of turning off to refresh.}} | ||
Line 152: | Line 119: | ||
*{{change|PSI Magnet aesthetically changed to illuminate Lucas while active.}} | *{{change|PSI Magnet aesthetically changed to illuminate Lucas while active.}} | ||
*{{change|PSI Magnet release graphic no longer anchored to Lucas.}} | *{{change|PSI Magnet release graphic no longer anchored to Lucas.}} | ||
*{{ | *{{change|Up taunt makes Lucas behave as if he actually tripped if held.}} | ||
*{{bugfix|Fixed a bug with powershield reflect collision size.}} | *{{bugfix|Fixed a bug with powershield reflect collision size.}} | ||
Line 189: | Line 156: | ||
|- | |- | ||
! 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 171: | ||
|- | |- | ||
! 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 194: | ||
|- | |- | ||
! 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 204: | ||
|- | |- | ||
! 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 246: | Line 213: | ||
|- | |- | ||
! colspan=2 | Back throw | ! colspan=2 | Back throw | ||
| || 10% || Lucas telekinetically tosses the opponent behind him. Can KO at high percent | | || 10% || Lucas telekinetically tosses the opponent behind him. Can KO at high percent. | ||
|- | |- | ||
! colspan=2 | Up throw | ! colspan=2 | Up throw | ||
| || 1% (hits 1-4), 8% (throw) || Lucas telekinetically whirls the opponent around his head, then throws them straight up. Has very high KO potential | | || 1% (hits 1-4), 8% (throw) || Lucas telekinetically whirls the opponent around his head, then throws them straight up. Has very high KO potential. | ||
|- | |- | ||
! colspan=2 | Down throw | ! colspan=2 | Down throw | ||
| || 7% || Lucas telekinetically slams the opponent down, then launches them upwards | | || 7% || Lucas telekinetically slams the opponent down, then launches them upwards. | ||
|- | |- | ||
! colspan=2 | Floor attack (front) | ! colspan=2 | Floor attack (front) | ||
Line 270: | Line 237: | ||
|- | |- | ||
! 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 | ||
Line 279: | Line 246: | ||
|- | |- | ||
! 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 256: | ||
==In [[competitive play]]== | ==In [[competitive play]]== | ||
=== | ===Notable players=== | ||
*{{Sm|HammerTime|Canada}} | |||
*{{Sm|Hyperflame|USA}} | |||
*{{Sm|Kaito|Japan}} | |||
*{{ | *{{Sm|lloD|USA}} | ||
*{{ | *{{Sm|Neon|USA}} | ||
*{{ | *{{Sm|Oracle|USA}} | ||
*{{Sm| | *{{Sm|Pink Fresh|USA}} | ||
*{{Sm| | *{{Sm|Frost|USA}} | ||
*{{Sm| | *{{Sm|Plasma|USA}} | ||
*{{Sm|Spaz|USA}} | |||
*{{Sm|Kipcom|USA}} | |||
==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 | *In 3.6, Lucas holds the record for the longest Smash Taunt; in terms of animation, it exceeds over 1,000 frames. | ||
{{Project M}} | {{Project M}} | ||
[[Category:Lucas]] | [[Category:Lucas]] | ||
[[Category:Characters (PM)]] | [[Category:Characters (PM)]] |