Editing Lucas (SSB4)
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|availability = [[Downloadable content (SSB4)|Downloadable]] | |availability = [[Downloadable content (SSB4)|Downloadable]] | ||
|tier = C | |tier = C | ||
|ranking = 28 | |ranking = 28 | ||
}} | }} | ||
:{{cquote| | :{{cquote|Lucas Comes Out of Nowhere!|cite=Introduction Tagline}} | ||
'''Lucas''' ({{ja|リュカ|Ryuka}}, ''Lucas'') is a playable character in ''[[Super Smash Bros. 4]]''. Initially absent as a playable character, Lucas's return to the series was announced during a [[Nintendo Direct]] on April 1st, 2015.<ref>[https://www.youtube.com/watch?v=IMedqo8mLaQ Nintendo Direct 4.1.2015]</ref> He was then made available as [[Downloadable content (SSB4)|downloadable content]] on June 14th, 2015, alongside {{SSB4|Roy}} and {{SSB4|Ryu}}.<ref>[https://www.youtube.com/watch?v=WWM-SCjIuNg Super Smash Bros. for Nintendo 3DS / Wii U - New Content Approaching 6.14.15]</ref> Lani Minella reprises her role as Lucas' voice actor; however, she does so via recycled voice clips from ''Brawl'', some of which have been slightly sped up. | '''Lucas''' ({{ja|リュカ|Ryuka}}, ''Lucas'') is a playable character in ''[[Super Smash Bros. 4]]''. Initially absent as a playable character, Lucas's return to the series was announced during a [[Nintendo Direct]] on April 1st, 2015.<ref>[https://www.youtube.com/watch?v=IMedqo8mLaQ Nintendo Direct 4.1.2015]</ref> He was then made available as [[Downloadable content (SSB4)|downloadable content]] on June 14th, 2015, alongside {{SSB4|Roy}} and {{SSB4|Ryu}}.<ref>[https://www.youtube.com/watch?v=WWM-SCjIuNg Super Smash Bros. for Nintendo 3DS / Wii U - New Content Approaching 6.14.15]</ref> Lani Minella reprises her role as Lucas' voice actor; however, she does so via recycled voice clips from ''Brawl'', some of which have been slightly sped up. | ||
Lucas is ranked 28th | Lucas is ranked 28th out of 55 on the [[tier list]], placing him at the bottom of the C tier. In addition to tying him with his fellow ''{{b|EarthBound|universe}}'' fighter {{SSB4|Ness}}, this renders both of them as the lowest ranking high-tier characters. This is a significant improvement over Lucas' low tier placement in ''Brawl'', where he was ranked 30th out of 38. Like Ness, Lucas is no longer plagued by 10 extra [[grab release]] frames and early [[hitstun canceling]], which were major detriments to his endurance and combo game, respectively. Aside from those gameplay changes, Lucas retains his fast attack speed, disjointed [[hitbox]]es, useful [[projectile]]s, and impressive combo game. | ||
However, Lucas | However, Lucas' overall damage output, knockback, and range were all reduced. When coupled with the loss of several of his more advanced techniques from ''Brawl'', it is questionable whether his buffs or nerfs are more prevalent. Lucas also retains his slow ground mobility and average frame data, giving him a lackluster [[neutral game]], poor approach options, and a [[recovery]] that is occasionally susceptible to [[gimp]]s and [[edgeguarding]]. While his throw game is powerful, his grab is one of the slowest in the game. Finally, Lucas' lack of landing options allows characters with disjointed ranges (such as {{SSB4|Marth}} and {{SSB4|Cloud}}) to give him a hard time landing. | ||
Initially, Lucas was poorly regarded when he was first released, but the buffs he received from game updates have allowed him to achieve decent results. This has been most evident with the efforts of {{Sm|Taiheita}}, | Initially, Lucas was poorly regarded when he was first released, but the buffs he received from game updates have allowed him to achieve decent results. This has been most evident with the efforts of {{Sm|Taiheita}}, who has many notable placings, such as 17th in singles and 1st in doubles with Lucas at [[Super Smash Con 2016]], along with several high placings at [[Sumabato]] and [[Umebura]] tournaments. Towards the end of ''Smash 4''{{'}}s competitive life, however, Lucas's declining results in regionals and Japan, Taiheita's retirement, and Japanese Ness players earning results in Japan that have surpassed Lucas's achievements, such as 17th at [[EVO Japan 2018]] and 17th at [[The Big House 7]] being credited to {{Sm|Gackt}} and {{Sm|taranito}} respectively, led some Smashers to question whether Lucas should retain his position or not. | ||
==Attributes== | ==Attributes== | ||
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Like Ness, Lucas' special moveset boasts versatility in the form of PSI-based attacks, three of which are projectiles. [[PK Freeze]] can [[Frozen|freeze]] his opponents, has very minimal ending lag and is viable, yet situational, as an edgeguarding option. While his PK Fire does not repeatedly hit opponents and potentially trap them like Ness' PK Fire, Lucas' deals decent knockback and can be used to give Lucas some space as it also provides a minimal amount of recoil, both on the ground and in the air. [[PK Thunder]] does not disappear like Ness' PK Thunder when it hits opponents, but instead hits them multiple times alongside boasting tighter control, while [[PK Thunder 2]], grants Lucas farther distance. Lastly, [[PSI Magnet]] allows Lucas to deal with camping opponents that carry powerful, absorbable projectiles. However, its defensive utility also extends to Lucas' recovery, thanks to its ability to stall his descent. Unlike Ness', it also has offensive utility, thanks to it dealing damage and being a [[semi-spike]]. | Like Ness, Lucas' special moveset boasts versatility in the form of PSI-based attacks, three of which are projectiles. [[PK Freeze]] can [[Frozen|freeze]] his opponents, has very minimal ending lag and is viable, yet situational, as an edgeguarding option. While his PK Fire does not repeatedly hit opponents and potentially trap them like Ness' PK Fire, Lucas' deals decent knockback and can be used to give Lucas some space as it also provides a minimal amount of recoil, both on the ground and in the air. [[PK Thunder]] does not disappear like Ness' PK Thunder when it hits opponents, but instead hits them multiple times alongside boasting tighter control, while [[PK Thunder 2]], grants Lucas farther distance. Lastly, [[PSI Magnet]] allows Lucas to deal with camping opponents that carry powerful, absorbable projectiles. However, its defensive utility also extends to Lucas' recovery, thanks to its ability to stall his descent. Unlike Ness', it also has offensive utility, thanks to it dealing damage and being a [[semi-spike]]. | ||
However, Lucas does have his flaws. With his aforementioned sub-par mobility, fast characters such as {{SSB4|Zero Suit Samus}} and {{SSB4|Sonic}} can give Lucas a difficult time. Another problem is a predictable approach, reliance on his zoning tools (which can be overcome), and occasionally a lack of range in spite of his tether grab. Some of his moves require precision at times; his up aerial, whose hitbox is | However, Lucas does have his flaws. With his aforementioned sub-par mobility, fast characters such as {{SSB4|Zero Suit Samus}} and {{SSB4|Sonic}} can give Lucas a difficult time. Another problem is a predictable approach, reliance on his zoning tools (which can be overcome), and occasionally a lack of range in spite of his tether grab. Some of his moves require precision at times; his up aerial, whose hitbox is significantly smaller than it was in ''Brawl'', can miss large opponents like {{SSB4|Bowser}}. Another prominent example is his down smash, whose three hits are all mutually exclusive and thus gives opponents a perfect opportunity to punish Lucas if they manage to shield it. Lucas can also have problems scoring KOs despite his smash attacks' impressive strengths, as they mainly require effective reading and should be used wisely as a result. Although Lucas has a reliable tether recovery, [[PK Thunder#PK Thunder 2|his other method of recovery]] is also gimpable because of it having much slower priority than Ness, and it can be still be reflected or absorbed, most infamously by {{SSB4|Rosalina & Luma}}. Like his fellow DLC characters, Lucas does not have any custom moves, which limits him in tournaments that allow [[character customization]]. | ||
Altogether, Lucas' pros slightly outweigh his cons. He has an excellent damage-racking game along with some good approach options, though his approach in general is predictable and can be faulty at times. He can also have a hard time KOing opponents outside of edgeguarding, and he is not as effective when his zoning tools can be nullified. | Altogether, Lucas' pros slightly outweigh his cons. He has an excellent damage-racking game along with some good approach options, though his approach in general is predictable and can be faulty at times. He can also have a hard time KOing opponents outside of edgeguarding, and he is not as effective when his zoning tools can be nullified. While Lucas' initial tournament representation was poor like most of his fellow DLC characters, it has improved over time after he received buffs in game updates, to the point that he currently has both average representation and results, both of which are fair improvements from how he fared in ''Brawl''. | ||
==Changes from ''[[Super Smash Bros. Brawl]]''== | ==Changes from ''[[Super Smash Bros. Brawl]]''== | ||
In ''Super Smash Bros. Brawl'', Lucas was seen as a low mid tier character as while he had numerous fairly solid attacks, a solid recovery, strong and effective specials (including a strong projectile in [[PK Fire]] and a powerful and surprisingly versatile [[absorption]] move in [[PSI Magnet]]) and a whole bunch of useful advanced techniques, he suffered from having short range, an unspectacular grab, limited/difficult to land KO moves and he was very exploitable to [[grab release]] followups. His grounded grab release was 10 frames longer than almost every other character, making him vulnerable to inescapable [[chain grabs]] and KO setups, while his aerial grab release was also fairly exploitable. As a result, Lucas struggled with a majority of the cast (especially since numerous characters simply outclassed him) and he overall saw limited success within the singles meta, although he was much more effective in [[doubles]], as his grab release was less exploitable and when paired with the right teammate, his PSI Magnet became an incredibly powerful and abusable tool. | In ''Super Smash Bros. Brawl'', Lucas was seen as a low mid tier character as while he had numerous fairly solid attacks, a solid recovery, strong and effective specials (including a strong projectile in [[PK Fire]] and a powerful and surprisingly versatile [[absorption]] move in [[PSI Magnet]]) and a whole bunch of useful advanced techniques, he suffered from having short range, an unspectacular grab, limited/difficult to land KO moves and he was very exploitable to [[grab release]] followups. His grounded grab release was 10 frames longer than almost every other character, making him vulnerable to inescapable [[chain grabs]] and KO setups, while his aerial grab release was also fairly exploitable. As a result, Lucas struggled with a majority of the cast (especially since numerous characters simply outclassed him) and he overall saw limited success within the singles meta, although he was much more effective in [[doubles]], as his grab release was less exploitable and when paired with the right teammate, his PSI Magnet became an incredibly powerful and abusable tool. | ||
In ''Super Smash Bros. 4'', Lucas received a mix of [[buff]]s and [[nerf]]s and while he did receive more nerfs overall, he is considered to be buffed, due to the game's numerous universal changes significantly benefitting him, along with him receiving some very useful buffs as well. | In ''Super Smash Bros. 4'', Lucas received a mix of [[buff]]s and [[nerf]]s and while he did receive more nerfs overall, he is considered to be buffed, due to the game's numerous universal changes significantly benefitting him, along with him receiving some very useful buffs as well. | ||
One of the most notable improvements he received was the removal of the 10 extra frames that were a part of his grounded [[grab release]] animation, which was one of his most significant flaws. This is further supplemented by the removal of [[chaingrab]]bing which was a large part as to why his grab release was extremely exploitable. Lucas' recovery, outside of advanced techniques, has been improved, as both PK Thunder 2 and [[Rope Snake]] now cover more distance. Rope Snake has also received more utility as a zoning option due to it receiving a hitbox when used as a [[grab aerial]]. Lucas has also been indirectly buffed from the changes to ''Smash 4''{{'}}s mechanics not only due to the removal of chaingrabbing but also because of the changes to hitstun canceling combined with the weakening of [[DI]], which has giving him a very strong combo game which is most evident with the modifications to his down throw having resulted in it becoming one of his best combo starters. A few of his moves also have improved KO potential (most notably up aerial which also has greater juggling potential) and the introduction of [[rage]] only further improves his KO potential. | One of the most notable improvements he received was the removal of the 10 extra frames that were a part of his grounded [[grab release]] animation, which was one of his most significant flaws. This is further supplemented by the removal of [[chaingrab]]bing which was a large part as to why his grab release was extremely exploitable. Lucas' recovery, outside of advanced techniques, has been improved, as both PK Thunder 2 and [[Rope Snake]] now cover more distance. Rope Snake has also received more utility as a zoning option due to it receiving a hitbox when used as a [[grab aerial]]. Lucas has also been indirectly buffed from the changes to ''Smash 4''{{'}}s mechanics not only due to the removal of chaingrabbing but also because of the changes to hitstun canceling combined with the weakening of [[DI]], which has giving him a very strong combo game which is most evident with the modifications to his down throw having resulted in it becoming one of his best combo starters. A few of his moves also have improved KO potential (most notably up aerial which also has greater juggling potential) and the introduction of [[rage]] only further improves his KO potential. | ||
However, Lucas has seen a plethora of nerfs as well with his direct changes outside of his shorter grab release animation nerfing him overall. He can no longer use the [[Zap Jump]] or the [[Magnet Pull]] exploits, which were his two most pivotal techniques in ''Brawl'', although the aforementioned buffs to PK Thunder 2 and Rope Snake can somewhat compensate for this off stage, at least in terms of recovery. In addition, many of his attacks have seen their damage, knockback and range reduced, while some of them have had their startup/ending lag increased. This is most notably seen with his aerials: his neutral, forward and up aerials lost their ability to auto-cancel in a short hop (although the landing lag of both is minimal), his down aerial has increased start-up lag and is no longer able to reliably set up for the infamous down tilt [[lock]], and his up aerial has notably less range while also being slower and having static, all of which significantly hinders his already poor approach and landing options. He additionally has a slightly harder time KOing because of various of his previous KO moves including his forward and up smashes as well as his forward tilt and down throw having reduced knockback (although down throw has KO setups to compensate) alongside the loss of his advanced techniques. He is also slower on the ground relative to the cast as he is one of the only returning veterans whose dash (and walk) speed was not increased. His falling speed and gravity are also the same being lower relative to the cast although this has both positives and negatives. | However, Lucas has seen a plethora of nerfs as well with his direct changes outside of his shorter grab release animation nerfing him overall. He can no longer use the [[Zap Jump]] or the [[Magnet Pull]] exploits, which were his two most pivotal techniques in ''Brawl'', although the aforementioned buffs to PK Thunder 2 and Rope Snake can somewhat compensate for this off stage, at least in terms of recovery. In addition, many of his attacks have seen their damage, knockback and range reduced, while some of them have had their startup/ending lag increased. This is most notably seen with his aerials: his neutral, forward and up aerials lost their ability to auto-cancel in a short hop (although the landing lag of both is minimal), his down aerial has increased start-up lag and is no longer able to reliably set up for the infamous down tilt [[lock]], and his up aerial has notably less range while also being slower and having static, all of which significantly hinders his already poor approach and landing options. He additionally has a slightly harder time KOing because of various of his previous KO moves including his forward and up smashes as well as his forward tilt and down throw having reduced knockback (although down throw has KO setups to compensate) alongside the loss of his advanced techniques. He is also slower on the ground relative to the cast as he is one of the only returning veterans whose dash (and walk) speed was not increased. His falling speed and gravity are also the same being lower relative to the cast although this has both positives and negatives. | ||
Overall, Lucas has not significantly improved since ''Brawl'' as his moveset has seen many direct nerfs. However, he greatly benefits from ''Smash 4''{{'}}s mechanics and one of his main issues in ''Brawl'' was fixed resulting in him fairing better in ''Smash 4'' overall. He was initially worse when he was first released but as of update 1.1.3, he is considered to be moderately better than how he was when he was initially released in ''SSB4'', due to the buffs he received up to and including that update. | Overall, Lucas has not significantly improved since ''Brawl'' as his moveset has seen many direct nerfs. However, he greatly benefits from ''Smash 4''{{'}}s mechanics and one of his main issues in ''Brawl'' was fixed resulting in him fairing better in ''Smash 4'' overall. He was initially worse when he was first released but as of update 1.1.3, he is considered to be moderately better than how he was when he was initially released in ''SSB4'', due to the buffs he received up to and including that update. He also fares better against {{SSB4|Bayonetta}} than a decent portion of the cast which also helps him. By extension, his current placement on the tier list is a reflection of that perception. | ||
===Aesthetics=== | ===Aesthetics=== | ||
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*[[Forward tilt]]: | *[[Forward tilt]]: | ||
**{{nerf|Forward tilt has more startup lag with a shorter duration (frames 6-9 → 7-9).}} | **{{nerf|Forward tilt has more startup lag with a shorter duration (frames 6-9 → 7-9).}} | ||
**{{nerf|Forward tilt has more ending lag (FAF 23 → 26).}} | **{{nerf|Forward tilt has more ending lag (FAF 23 → 26).}} | ||
**{{nerf|The sourspot deals less damage (9% → 7.5%) and has much lower knockback scaling (100 → 60), making it much weaker.}} | **{{nerf|The sourspot deals less damage (9% → 7.5%) and has much lower knockback scaling (100 → 60), making it much weaker.}} | ||
**{{nerf|The sourspot now takes priority over the sweetspot (ID# 2/3 → 0), making the move harder to sweetspot with.}} | **{{nerf|The sourspot now takes priority over the sweetspot (ID# 2/3 → 0), making the move harder to sweetspot with.}} | ||
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**{{nerf|The second hit's late hit has a shorter duration (frames 10-17 → 11-14).}} | **{{nerf|The second hit's late hit has a shorter duration (frames 10-17 → 11-14).}} | ||
*[[Down tilt]]: | *[[Down tilt]]: | ||
**{{buff|Down tilt's near and mid hitboxes deal more knockback (6 (base), 22 (scaling) → (18/10)/(50/45)) and have altered angles (0° → 76°/40°). This makes the move much safer on hit and it grants it followup potential.}} | **{{buff|Down tilt's near and mid hitboxes deal more knockback (6 (base), 22 (scaling) → (18/10)/(50/45)) and have altered angles (0° → 76°/40°). This makes the move much safer on hit and it grants it followup potential.}} | ||
***{{nerf|However, this also removes their ability to [[lock]], making Lucas' down tilt lock setups more precise, as he now has to lock with the far hitbox. This is further exacerbated by down tilt's reduced damage and the new three hit lock limit.}} | ***{{nerf|However, this also removes their ability to [[lock]], making Lucas' down tilt lock setups more precise, as he now has to lock with the far hitbox. This is further exacerbated by down tilt's reduced damage and the new three hit lock limit.}} | ||
**{{buff|The near hit now always launches opponents in the direction Lucas is facing, allowing it to lead more reliably into followups.}} | **{{buff|The near hit now always launches opponents in the direction Lucas is facing, allowing it to lead more reliably into followups.}} | ||
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**{{nerf|Down tilt has increased hitlag (0.4x → 0.7x).}} | **{{nerf|Down tilt has increased hitlag (0.4x → 0.7x).}} | ||
***{{nerf|Altogether, these changes combined with the changes to shields (mainly the homogenisation of shield hitlag based on attack hitlag) noticeably hinder the move's safety on shield, with the move no longer being completely safe on shield.}} | ***{{nerf|Altogether, these changes combined with the changes to shields (mainly the homogenisation of shield hitlag based on attack hitlag) noticeably hinder the move's safety on shield, with the move no longer being completely safe on shield.}} | ||
**{{nerf|Down tilt has smaller hitboxes (3.5u/3.5u/3.5u → 2.8u/2.8u/2.8u), with the far hitbox also being positioned closer to Lucas (x offset: 8 → 7.2), reducing its range.}} | **{{nerf|Down tilt has smaller hitboxes (3.5u/3.5u/3.5u → 2.8u/2.8u/2.8u), with the far hitbox also being positioned closer to Lucas (x offset: 8 → 7.2), reducing its range.}} | ||
**{{nerf|The far hit no longer has a extra [[trip]] chance (40% → 0%). This prevents the far hit from tripping opponents right up until beyond [[Sudden Death]] percents, greatly hindering its followup potential.}} | **{{nerf|The far hit no longer has a extra [[trip]] chance (40% → 0%). This prevents the far hit from tripping opponents right up until beyond [[Sudden Death]] percents, greatly hindering its followup potential.}} | ||
*[[Dash attack]]: | *[[Dash attack]]: | ||
**{{buff|Dash attack has less startup lag (frame 17 → 15), with its total duration subsequently reduced (FAF 42 → 40).}} | **{{buff|Dash attack has less startup lag (frame 17 → 15), with its total duration subsequently reduced (FAF 42 → 40).}} | ||
**{{buff|The sweetspot deals more damage (12% → 13%).}} | **{{buff|The sweetspot deals more damage (12% → 13%).}} | ||
**{{buff|The sourspot has much more knockback scaling (40 → 76).}} | **{{buff|The sourspot has much more knockback scaling (40 → 76).}} | ||
**{{change|Dash attack now always launches opponents in the direction Lucas is facing.}} | **{{change|Dash attack now always launches opponents in the direction Lucas is facing.}} | ||
**{{change|Dash attack's hitboxes have swapped positions, with the sweetspot now being further away from Lucas than the sourspot, rather than the sweetspot being closer to him than the sourspot.}} | **{{change|Dash attack's hitboxes have swapped positions, with the sweetspot now being further away from Lucas than the sourspot, rather than the sweetspot being closer to him than the sourspot.}} | ||
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**{{buff|Forward smash's reflector has less startup lag with a longer duration (frames 12-18 → 10-19).}} | **{{buff|Forward smash's reflector has less startup lag with a longer duration (frames 12-18 → 10-19).}} | ||
**{{change|Forward smash produces a bat crack sound effect when it connects rather than a kicking sound.}} | **{{change|Forward smash produces a bat crack sound effect when it connects rather than a kicking sound.}} | ||
**{{nerf|The | **{{nerf|The far hit deals less damage (15% → 14%) and has decreased base knockback (60/55 → 50), hindering its KO potential.}} | ||
**{{nerf|Forward smash now uses two smaller extended hitboxes rather than four normal hitboxes (4.5u/4.5u/4.5u/4u → 3.7u/3.7u). This gives the move less range overall, both in front of and behind Lucas | ***{{buff|However, the far hit now has lower priority than the near hit (ID# 0/1 → 1), which overall helps the move, as the near hit now acts as a sweetspot, as opposed to a sourspot.}} | ||
**{{nerf|Forward smash now uses two smaller extended hitboxes rather than four normal hitboxes (4.5u/4.5u/4.5u/4u → 3.7u/3.7u). This gives the move less range overall, both in front of and behind Lucas.}} | |||
*[[Up smash]]: | *[[Up smash]]: | ||
**{{change|Up smash's second hit's clean, early mid and mid hitboxes have been positioned higher (y offset: 10/16/23 → 14/19/25). This gives them more range above Lucas but less range below him.}} | **{{change|Up smash's second hit's clean, early mid and mid hitboxes have been positioned higher (y offset: 10/16/23 → 14/19/25). This gives them more range above Lucas but less range below him.}} | ||
**{{nerf|The second hit deals less knockback (50/45/40/35/30 (base), 85 (scaling) → (48/42/37/32/27)/77), hindering its KO potential.}} | **{{nerf|The second hit deals less knockback (50/45/40/35/30 (base), 85 (scaling) → (48/42/37/32/27)/77), hindering its KO potential.}} | ||
**{{nerf|The second hit has smaller hitboxes (14u/13u/12u/10u/10u → 12u/11u/10u/8u/6.5u).}} | **{{nerf|The second hit has smaller hitboxes (14u/13u/12u/10u/10u → 12u/11u/10u/8u/6.5u).}} | ||
***{{nerf|When combined with the higher placement of the second hit's clean/early mid/mid hits, this means that the first hit can no longer reliably lead into the second hit against edge-hanging opponents.}} | ***{{nerf|When combined with the higher placement of the second hit's clean/early mid/mid hits, this means that the first hit can no longer reliably lead into the second hit against edge-hanging opponents.}} | ||
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**{{buff|Down smash has less ending lag (FAF 64 → 60).}} | **{{buff|Down smash has less ending lag (FAF 64 → 60).}} | ||
**{{buff|The first hit has increased base knockback (40 → 43), slightly improving its KO potential.}} | **{{buff|The first hit has increased base knockback (40 → 43), slightly improving its KO potential.}} | ||
**{{nerf|Down smash has smaller hitboxes (10u/12u/14u → 8u/9.8u/12u), reducing its range, both in front of and behind Lucas.}} | **{{nerf|Down smash has smaller hitboxes (10u/12u/14u → 8u/9.8u/12u), reducing its range, both in front of and behind Lucas.}} | ||
**{{nerf|Down smash now has one hitbox which simply despawns and respawns with altered properties rather than having three separate hits. This means that the move can now only connect once, greatly reducing its maximum damage output (42% → 17%).}} | **{{nerf|Down smash now has one hitbox which simply despawns and respawns with altered properties rather than having three separate hits. This means that the move can now only connect once, greatly reducing its maximum damage output (42% → 17%).}} | ||
***{{nerf|This also makes the move easier for shielding opponents to intercept, as they can now run through the later hits if they shield the first hit.}} | ***{{nerf|This also makes the move easier for shielding opponents to intercept, as they can now run through the later hits if they shield the first hit.}} | ||
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**{{nerf|Neutral aerial has more startup (frame 5 → 7) and ending lag (FAF 40 → 45).}} | **{{nerf|Neutral aerial has more startup (frame 5 → 7) and ending lag (FAF 40 → 45).}} | ||
**{{nerf|Neutral aerial has a new more exaggerated animation. This new animation is much longer (44 frames → 71), increasing the amount of time Lucas cannot grab ledges after performing the move.}} | **{{nerf|Neutral aerial has a new more exaggerated animation. This new animation is much longer (44 frames → 71), increasing the amount of time Lucas cannot grab ledges after performing the move.}} | ||
**{{nerf|Neutral aerial [[auto-cancel]]s later (frame 28 → 37), no longer doing so in a short hop, | **{{nerf|Neutral aerial [[auto-cancel]]s later (frame 28 → 37), no longer doing so in a short hop, led alone almost straight after the hitboxes are no longer active. This noticeably hinders neutral aerial's approach potential and safety.}} | ||
**{{nerf|Neutral aerial no longer has an initial auto-cancel window (frames 1-4 → 0).}} | **{{nerf|Neutral aerial no longer has an initial auto-cancel window (frames 1-4 → 0).}} | ||
**{{nerf|Neutral aerial now only has four loop hits instead of seven, considerably reducing its maximum damage (17% → 12%).}} | **{{nerf|Neutral aerial now only has four loop hits instead of seven, considerably reducing its maximum damage (17% → 12%).}} | ||
**{{nerf|The loop hits are smaller (6u → 5.3u).}} | **{{nerf|The loop hits are smaller (6u → 5.3u).}} | ||
**{{nerf|The loop hits have an increased hitlag (0.5x → 1x) and [[Smash directional influence|SDI]] multiplier (1× → 2×).}} | **{{nerf|The loop hits have an increased hitlag (0.5x → 1x) and [[Smash directional influence|SDI]] multiplier (1× → 2×).}} | ||
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**{{change|Up aerial now uses a static hitbox, rather than being attached to Lucas' head. The hitbox is positioned higher to compensate (y offset: 4 → 14).}} | **{{change|Up aerial now uses a static hitbox, rather than being attached to Lucas' head. The hitbox is positioned higher to compensate (y offset: 4 → 14).}} | ||
***{{buff|This gives up aerial more vertical range overall, and gives it more consistent vertical range.}} | ***{{buff|This gives up aerial more vertical range overall, and gives it more consistent vertical range.}} | ||
***{{nerf|However, this also greatly hinders its horizontal and downwards range, making it much harder to connect against grounded opponents | ***{{nerf|However, this also greatly hinders its horizontal and downwards range, making it much harder to connect against grounded opponents.}} | ||
**{{nerf|Up aerial has more startup lag with a shorter duration (frames 5-9 → 7-9).}} | **{{nerf|Up aerial has more startup lag with a shorter duration (frames 5-9 → 7-9).}} | ||
**{{nerf|Up aerial auto-cancels much later (frame 25 → 38), no longer doing so in a short hop.}} | **{{nerf|Up aerial auto-cancels much later (frame 25 → 38), no longer doing so in a short hop.}} | ||
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***{{buff|This combined with the changes to [[hitstun canceling]]/DI greatly improves its combo potential. It can lead into devastating aerial/footstool combos at lower percents and at higher percents, it can lead into an up aerial for a KO.}} | ***{{buff|This combined with the changes to [[hitstun canceling]]/DI greatly improves its combo potential. It can lead into devastating aerial/footstool combos at lower percents and at higher percents, it can lead into an up aerial for a KO.}} | ||
***{{nerf|However, this also significantly hinders its KO potential, no longer being Lucas' strongest throw.}} | ***{{nerf|However, this also significantly hinders its KO potential, no longer being Lucas' strongest throw.}} | ||
**{{nerf|Down throw deals less damage (7% → 6.5%).}} | **{{nerf|Down throw deals less damage (7% → 6.5%).}} | ||
*[[Floor attack]]s: | *[[Floor attack]]s: | ||
**{{buff|Floor attacks have less startup lag (frame 19 (front)/20 (back) → 17).}} | **{{buff|Floor attacks have less startup lag (frame 19 (front)/20 (back) → 17).}} | ||
Line 237: | Line 238: | ||
**{{buff|Floor attacks deal more damage (6% → 7%) and shield damage (1 → 8) per hit, without full compensation on their knockback scaling (50 → 48).}} | **{{buff|Floor attacks deal more damage (6% → 7%) and shield damage (1 → 8) per hit, without full compensation on their knockback scaling (50 → 48).}} | ||
**{{nerf|Floor attacks launch opponents at a higher angle (361° → 48°).}} | **{{nerf|Floor attacks launch opponents at a higher angle (361° → 48°).}} | ||
**{{nerf|Floor attacks have less intangibility (frames 1-26 (front)/1-25 (back) → 1-23).}} | **{{nerf|Floor attacks have less intangibility (frames 1-26 (front)/1-25 (back) → 1-23).}} | ||
**{{nerf|Floor attacks now use one extended static hitbox rather than multiple normal hitboxes attached to Lucas' body, which covers less range.}} | **{{nerf|Floor attacks now use one extended static hitbox rather than multiple normal hitboxes attached to Lucas' body, which covers less range.}} | ||
*Front floor attack: | *Front floor attack: | ||
Line 245: | Line 246: | ||
**{{buff|As with other edge attacks, edge attack no longer has set knockback (110 (set), 100 (scaling) → 90 (base)/20).}} | **{{buff|As with other edge attacks, edge attack no longer has set knockback (110 (set), 100 (scaling) → 90 (base)/20).}} | ||
**{{change|Edge attack now deals consistent damage (8%/6% → 7%).}} | **{{change|Edge attack now deals consistent damage (8%/6% → 7%).}} | ||
**{{nerf|Edge attack now uses one extended hitbox rather than multiple normal hitboxes, which gives the move less range.}} | **{{nerf|Edge attack now uses one extended hitbox rather than multiple normal hitboxes, which gives the move less range.}} | ||
**{{nerf|Edge attack has less intangibility (frames 1-26 → 1-17), with Lucas no longer being intangible while the hitboxes are active.}} | **{{nerf|Edge attack has less intangibility (frames 1-26 → 1-17), with Lucas no longer being intangible while the hitboxes are active.}} | ||
**{{nerf|As with other edge attacks, edge attack now always launches opponents in the direction Lucas is facing, removing its ability to set up edgeguards.}} | **{{nerf|As with other edge attacks, edge attack now always launches opponents in the direction Lucas is facing, removing its ability to set up edgeguards.}} | ||
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***{{nerf|However, this does reduce uncharged PK Freeze's damage (10% → 9%).}} | ***{{nerf|However, this does reduce uncharged PK Freeze's damage (10% → 9%).}} | ||
**{{buff|PK Freeze is larger when it is created (0.3 → 0.45) and its size increases at a faster rate (1.45 → 1.6).}} | **{{buff|PK Freeze is larger when it is created (0.3 → 0.45) and its size increases at a faster rate (1.45 → 1.6).}} | ||
**{{buff|PK Freeze has increased base damage (4% → 5%) which charges at a faster rate (0.23 → 0.255), resulting in the fully charged version dealing more damage (19% → 22%).}} | **{{buff|PK Freeze has increased base damage (4% → 5%) which charges at a faster rate (0.23 → 0.255), resulting in the fully charged version dealing more damage (19% → 22%).}} | ||
**{{buff|Lucas' gravity is lower when using PK Freeze (0.02 → 0.012), making it safer to use in the air.}} | **{{buff|Lucas' gravity is lower when using PK Freeze (0.02 → 0.012), making it safer to use in the air.}} | ||
**{{change|PK Freeze launches opponents at a higher angle (70° → 80°) and it has more base knockback, but less knockback scaling (50 (base), 40 (scaling) → 80/21).}} | **{{change|PK Freeze launches opponents at a higher angle (70° → 80°) and it has more base knockback, but less knockback scaling (50 (base), 40 (scaling) → 80/21).}} | ||
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**{{buff|PK Thunder 2 no longer decelerates in the air (0.071 → 0). This makes it cover more distance, as Lucas retains his momentum for much longer, despite its lower initial speed (4 → 2.5), improving its recovery potential.}} | **{{buff|PK Thunder 2 no longer decelerates in the air (0.071 → 0). This makes it cover more distance, as Lucas retains his momentum for much longer, despite its lower initial speed (4 → 2.5), improving its recovery potential.}} | ||
***{{nerf|However, PK Thunder 2 now decelerates after hitting an opponent (0 → 0.071) slightly reducing its distance after hitting an opponent.}} | ***{{nerf|However, PK Thunder 2 now decelerates after hitting an opponent (0 → 0.071) slightly reducing its distance after hitting an opponent.}} | ||
**{{buff|PK Thunder 2 can now be reused immediately after Lucas bounces off of a wall, significantly improving its safety and recovery potential.}} | **{{buff|PK Thunder 2 can now be reused immediately after Lucas bounces off of a wall, significantly improving its safety and recovery potential.}} | ||
**{{buff|The loop hits now consistently use the autolink angle (365°/361° → 365°), making them connect more reliably.}} | **{{buff|The loop hits now consistently use the autolink angle (365°/361° → 365°), making them connect more reliably.}} | ||
**{{buff|The loop hits now always launch opponents in the direction Lucas is facing, making them more consistent.}} | **{{buff|The loop hits now always launch opponents in the direction Lucas is facing, making them more consistent.}} | ||
Line 307: | Line 308: | ||
**{{change|PSI Magnet's animation has slightly changed. Lucas now keeps both eyes open during it, instead of closing one of them.}} | **{{change|PSI Magnet's animation has slightly changed. Lucas now keeps both eyes open during it, instead of closing one of them.}} | ||
**{{nerf|PSI Magnet deals less damage when released (9% → 8%).}} | **{{nerf|PSI Magnet deals less damage when released (9% → 8%).}} | ||
**{{nerf|PSI Magnet has a smaller hitbox when released (4u → 3.5u). When combined with the orb being visually larger, this results in PSI magnet now having a deceptively small hitbox.}} | **{{nerf|PSI Magnet has a smaller hitbox when released (4u → 3.5u). When combined with the orb being visually larger, this results in PSI magnet now having a deceptively small hitbox.}} | ||
**{{nerf|PSI Magnet grants much less forwards momentum in the air (3 → 1). This essentially removes Lucas' [[Magnet Pull]], greatly hindering PSI Magnet's utility (and PK Fire's utility by extension).}} | **{{nerf|PSI Magnet grants much less forwards momentum in the air (3 → 1). This essentially removes Lucas' [[Magnet Pull]], greatly hindering PSI Magnet's utility (and PK Fire's utility by extension).}} | ||
**{{nerf|PSI Magnet now swirls absorbed projectiles for a moment, creating a slight delay before Lucas can actually be healed.}} | **{{nerf|PSI Magnet now swirls absorbed projectiles for a moment, creating a slight delay before Lucas can actually be healed.}} | ||
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|nocustoms=y | |nocustoms=y | ||
|neutralcount=3 | |neutralcount=3 | ||
|neutralname= | |neutralname= | ||
|neutral1name= | |||
|neutral2name= | |||
|neutral3name= | |||
|neutral1dmg=2.5% | |neutral1dmg=2.5% | ||
|neutral2dmg=2% | |neutral2dmg=2% | ||
|neutral3dmg=4% | |neutral3dmg=4% | ||
|neutraldesc=A right-legged roundhouse kick, followed by a right-legged hook kick, followed by a left-legged reverse roundhouse kick. The last hit has slightly more range. Hits first on frame 2 and can combo into a dash attack at low to medium percents. | |neutraldesc=A right-legged roundhouse kick, followed by a right-legged hook kick, followed by a left-legged reverse roundhouse kick. The last hit has slightly more range. Hits first on frame 2 and can combo into a dash attack at low to medium percents. | ||
|ftiltname= | |ftiltname= | ||
|ftiltdmg=11% (sweetspot), 7.5% (sourspot) | |ftiltdmg=11% (sweetspot), 7.5% (sourspot) | ||
|ftiltdesc=A palm thrust that emits a small blast of PSI energy from his hand. It can be angled and has a [[Hitbox|disjointed hitbox]], although its sweetspot is located inside of the blast. This move's sourspot can [[lock]] opponents at low percents. | |ftiltdesc=A palm thrust that emits a small blast of PSI energy from his hand. It can be angled and has a [[Hitbox|disjointed hitbox]], although its sweetspot is located inside of the blast. This move's sourspot can [[lock]] opponents at low percents. | ||
|utiltname= | |utiltname= | ||
|utiltdmg=1.5% (hit 1), 8% (clean hit 2), 5% (late hit 2) | |utiltdmg=1.5% (hit 1), 8% (clean hit 2), 5% (late hit 2) | ||
|utiltdesc=Telekinetically tilts himself upside down to perform a vertical thrust kick that emits a blast of PSI energy from his foot. It can combo into itself, a neutral aerial or an up aerial at low to medium percents. | |utiltdesc=Telekinetically tilts himself upside down to perform a vertical thrust kick that emits a blast of PSI energy from his foot. It can combo into itself, a neutral aerial or an up aerial at low to medium percents. | ||
|dtiltname= | |dtiltname= | ||
|dtiltdmg=3% | |dtiltdmg=3% | ||
|dtiltdesc=A legsweep. Although weak, it is fast and reliable for either racking up damage or chaining into itself, a neutral attack or a grab. Hits on frame 3, making it tied with {{SSB4|Ness}}, {{SSB4|Little Mac}}, {{SSB4|R.O.B.}}, and {{SSB4|Meta Knight}}'s down tilts for being the fastest down tilt in the game. The edge of down tilt can [[lock]] opponents at low to medium percents. | |dtiltdesc=A legsweep. Although weak, it is fast and reliable for either racking up damage or chaining into itself, a neutral attack or a grab. Hits on frame 3, making it tied with {{SSB4|Ness}}, {{SSB4|Little Mac}}, {{SSB4|R.O.B.}}, and {{SSB4|Meta Knight}}'s down tilts for being the fastest down tilt in the game. The edge of down tilt can [[lock]] opponents at low to medium percents. | ||
|dashname= | |dashname= | ||
|dashdmg=13% (sweetspot), 9% (sourspot) | |dashdmg=13% (sweetspot), 9% (sourspot) | ||
|dashdesc=A dashing palm thrust that emits a blast of PSI energy from his hand. Has noticeable start-up and deals more damage the farther the opponent is from Lucas. | |dashdesc=A dashing palm thrust that emits a blast of PSI energy from his hand. Has noticeable start-up and deals more damage the farther the opponent is from Lucas. | ||
|fsmashname= | |fsmashname= | ||
|fsmashdmg={{ChargedSmashDmgSSB4|14}} (base), {{ChargedSmashDmgSSB4|15}} (tip), 1.5× (reflected projectiles) | |fsmashdmg={{ChargedSmashDmgSSB4|14}} (base), {{ChargedSmashDmgSSB4|15}} (tip), 1.5× (reflected projectiles) | ||
|fsmashdesc=Swings a {{s|wikibound|stick}} in front of himself. The stick's tip deals slightly more damage and knockback, while the move overall functions very similarly to Ness' forward smash, including the ability to [[reflection|reflect]] projectiles. Compared to Ness' version, it has less start-up and ending lag, but deals less damage, knockback and has a lower damage multiplier when reflecting projectiles. | |fsmashdesc=Swings a {{s|wikibound|stick}} in front of himself. The stick's tip deals slightly more damage and knockback, while the move overall functions very similarly to Ness' forward smash, including the ability to [[reflection|reflect]] projectiles. Compared to Ness' version, it has less start-up and ending lag, but deals less damage, knockback and has a lower damage multiplier when reflecting projectiles. | ||
|usmashname= | |usmashname= | ||
|usmashdmg={{ChargedSmashDmgSSB4|2}} (hit 1), {{ChargedSmashDmgSSB4|19}}, {{ChargedSmashDmgSSB4|18}}, {{ChargedSmashDmgSSB4|16}}, {{ChargedSmashDmgSSB4|14}}, or {{ChargedSmashDmgSSB4|12}} (clean to late hit 2) | |usmashdmg={{ChargedSmashDmgSSB4|2}} (hit 1), {{ChargedSmashDmgSSB4|19}}, {{ChargedSmashDmgSSB4|18}}, {{ChargedSmashDmgSSB4|16}}, {{ChargedSmashDmgSSB4|14}}, or {{ChargedSmashDmgSSB4|12}} (clean to late hit 2) | ||
|usmashdesc=Emits a large blast of PSI energy above his head. Despite in-game tips saying it is the most powerful up smash in the game and can attack opponents hanging on the edge, neither of these tips are true; it is only the fifth strongest up smash in the game, and completely whiffs most edge-hanging characters unless their head pokes above the edge. It is a "high-risk, high-reward" attack; it has an extreme amount of ending lag, which makes it very punishable if missed, but it is strong enough to KO at 80% when uncharged and at 54% when fully charged. It also has other positives, as it renders Lucas invincible on frames 1-4, grants intangibility to his head on frames 15-29 and has a very large hitbox, making it a good anti-air attack if used correctly. It appears to be based on {{s|wikibound|PK Love}}, Lucas' signature PSI attack from ''{{s|wikibound|Mother 3}}''. | |usmashdesc=Emits a large blast of PSI energy above his head. Despite in-game tips saying it is the most powerful up smash in the game and can attack opponents hanging on the edge, neither of these tips are true; it is only the fifth strongest up smash in the game, and completely whiffs most edge-hanging characters unless their head pokes above the edge. It is a "high-risk, high-reward" attack; it has an extreme amount of ending lag, which makes it very punishable if missed, but it is strong enough to KO at 80% when uncharged and at 54% when fully charged. It also has other positives, as it renders Lucas invincible on frames 1-4, grants intangibility to his head on frames 15-29 and has a very large hitbox, making it a good anti-air attack if used correctly. It appears to be based on {{s|wikibound|PK Love}}, Lucas' signature PSI attack from ''{{s|wikibound|Mother 3}}''. | ||
|dsmashname= | |dsmashname= | ||
|dsmashdmg={{ChargedSmashDmgSSB4|17}} (clean), {{ChargedSmashDmgSSB4|14}} (mid), {{ChargedSmashDmgSSB4|11}} (late) | |dsmashdmg={{ChargedSmashDmgSSB4|17}} (clean), {{ChargedSmashDmgSSB4|14}} (mid), {{ChargedSmashDmgSSB4|11}} (late) | ||
|dsmashdesc=Aims his arm diagonally downward and emits three consecutive blasts of PSI energy towards the ground while holding his hand in a finger gun gesture. With each blast, its range increases at the expense of damage and knockback. It is one of the strongest down smashes in the game when clean, as it is able to KO as low as 60% near the edge depending on the opponent's weight and DI. If it is timed well, it can also catch recovering opponents before they grab the edge. Has a bit of start-up lag, but low ending lag. Despite seemingly being composed of three distinct hits, it can only strike an opponent once due to how its single hitbox is coded, making it somewhat unsafe on shield. | |dsmashdesc=Aims his arm diagonally downward and emits three consecutive blasts of PSI energy towards the ground while holding his hand in a finger gun gesture. With each blast, its range increases at the expense of damage and knockback. It is one of the strongest down smashes in the game when clean, as it is able to KO as low as 60% near the edge depending on the opponent's weight and DI. If it is timed well, it can also catch recovering opponents before they grab the edge. Has a bit of start-up lag, but low ending lag. Despite seemingly being composed of three distinct hits, it can only strike an opponent once due to how its single hitbox is coded, making it somewhat unsafe on shield. | ||
|nairname= | |nairname= | ||
|nairdmg=2% (hits 1-4), 4% (hit 5) | |nairdmg=2% (hits 1-4), 4% (hit 5) | ||
|nairdesc=Tumbles while emitting blasts of PSI energy around his torso. Each hit has numerous [[freeze frame]]s and it has good combo potential, despite being susceptible to SDI. | |nairdesc=Tumbles while emitting blasts of PSI energy around his torso. Each hit has numerous [[freeze frame]]s and it has good combo potential, despite being susceptible to SDI. | ||
|fairname= | |fairname= | ||
|fairdmg=11.5% (sweetspot), 9% (sourspot), 8% (late) | |fairdmg=11.5% (sweetspot), 9% (sourspot), 8% (late) | ||
|fairdesc=A flying kick that emits a blast of PSI energy from his foot. It is is fast and disjointed, making it a good off-stage option and one of Lucas' better spacing options. Its sweetspot deals the most knockback and can KO at high percents. This move's sourspot can [[lock]] opponents at early percents. | |fairdesc=A flying kick that emits a blast of PSI energy from his foot. It is is fast and disjointed, making it a good off-stage option and one of Lucas' better spacing options. Its sweetspot deals the most knockback and can KO at high percents. This move's sourspot can [[lock]] opponents at early percents. | ||
|bairname= | |bairname= | ||
|bairdmg= 12% (sweetspot), 9% (sourspot), 7% (late) | |bairdmg= 12% (sweetspot), 9% (sourspot), 7% (late) | ||
|bairdesc=A backflip kick that emits a trail of PSI energy from his foot. It can [[meteor smash]] at the tip of his foot and has disjointed reach, with its weakest hitbox being at the tip. The last hitbox of this move can [[lock]] opponents at early percents. | |bairdesc=A backflip kick that emits a trail of PSI energy from his foot. It can [[meteor smash]] at the tip of his foot and has disjointed reach, with its weakest hitbox being at the tip. The last hitbox of this move can [[lock]] opponents at early percents. | ||
|uairname= | |uairname= | ||
|uairdmg=13% | |uairdmg=13% | ||
|uairdesc=An upward headbutt. Its hitbox has become smaller since ''Brawl'' and is now static and misleading, but it deals respectable high damage and knockback, which make it a viable KOing option near the upper blast line. | |uairdesc=An upward headbutt. Its hitbox has become smaller since ''Brawl'' and is now static and misleading, but it deals respectable high damage and knockback, which make it a viable KOing option near the upper blast line. | ||
|dairname= | |dairname= | ||
|dairdmg=3.5% (hits 1-3), 5% (hit 4) | |dairdmg=3.5% (hits 1-3), 5% (hit 4) | ||
|dairdesc=An alternating series of [[Stomp (archetype)|stomps]], with each stomp emitting a small blast of PSI energy from his feet. Like his back aerial, it is disjointed and has a meteor smash hitbox below himself on the fourth and last hit. The move itself is also difficult to fully land on smaller grounded opponents, such as {{SSB4|Pikachu}} and {{SSB4|Kirby}}. The last hitbox of this move can [[lock]] opponents at low percents. | |dairdesc=An alternating series of [[Stomp (archetype)|stomps]], with each stomp emitting a small blast of PSI energy from his feet. Like his back aerial, it is disjointed and has a meteor smash hitbox below himself on the fourth and last hit. The move itself is also difficult to fully land on smaller grounded opponents, such as {{SSB4|Pikachu}} and {{SSB4|Kirby}}. The last hitbox of this move can [[lock]] opponents at low percents. | ||
|zairname= | |zairname=[[Rope Snake]] | ||
|zairdmg=4% (clean), 2.8% (late) | |zairdmg=4% (clean), 2.8% (late) | ||
|zairdesc=Unfurls {{s|wikibound|Duster}}'s {{s|wikibound|Rope Snake}} in front of himself. It can damage opponents and act as a [[tether recovery]]. | |zairdesc=Unfurls {{s|wikibound|Duster}}'s {{s|wikibound|Rope Snake}} in front of himself. It can damage opponents and act as a [[tether recovery]]. | ||
|grabname=Rope Snake | |grabname=Rope Snake | ||
|grabdesc=Unfurls Duster's Rope Snake in front of himself. His standing grab is deceptively fast, although his pivot grab is very slow. | |grabdesc=Unfurls Duster's Rope Snake in front of himself. His standing grab is deceptively fast, although his pivot grab is very slow. | ||
|pummelname= | |pummelname= | ||
|pummeldmg=1.2% | |pummeldmg=1.2% | ||
|pummeldesc=A headbutt. Tied with Ness, Kirby and {{SSB4|Fox}}'s pummels as the third fastest pummel in the game. However, it is the least damaging pummel in the game. | |pummeldesc=A headbutt. Tied with Ness, Kirby and {{SSB4|Fox}}'s pummels as the third fastest pummel in the game. However, it is the least damaging pummel in the game. | ||
|fthrowname= | |fthrowname= | ||
|fthrowdmg=10% | |fthrowdmg=10% | ||
|fthrowdesc=Telekinetically throws the opponent in front of himself. Among the strongest forward throws in the game, behind {{SSB4|Bowser}}'s and {{SSB4|Wario}}'s. It KOs around 100%-160% near the edge, depending on the opponent's weight and DI. | |fthrowdesc=Telekinetically throws the opponent in front of himself. Among the strongest forward throws in the game, behind {{SSB4|Bowser}}'s and {{SSB4|Wario}}'s. It KOs around 100%-160% near the edge, depending on the opponent's weight and DI. | ||
|bthrowname= | |bthrowname= | ||
|bthrowdmg=10% | |bthrowdmg=10% | ||
|bthrowdesc=Telekinetically throws the opponent behind himself. It is his strongest throw and the third strongest back throw in the game, being surpassed only by Ness and {{SSB4|Villager}}'s, respectively. It can KO even super heavyweights at 158% near the edge without [[rage]]. | |bthrowdesc=Telekinetically throws the opponent behind himself. It is his strongest throw and the third strongest back throw in the game, being surpassed only by Ness and {{SSB4|Villager}}'s, respectively. It can KO even super heavyweights at 158% near the edge without [[rage]]. | ||
|uthrowname= | |uthrowname= | ||
|uthrowdmg=10% | |uthrowdmg=10% | ||
|uthrowdesc=Telekinetically whirls the opponent around his head, then throws them directly overhead. The third strongest up throw in the game, being surpassed only by {{SSB4|Mewtwo}} and {{SSB4|Charizard}}'s, as it KOs around 120%-180% depending on the opponent's weight and DI. | |uthrowdesc=Telekinetically whirls the opponent around his head, then throws them directly overhead. The third strongest up throw in the game, being surpassed only by {{SSB4|Mewtwo}} and {{SSB4|Charizard}}'s, as it KOs around 120%-180% depending on the opponent's weight and DI. | ||
|dthrowname= | |dthrowname= | ||
|dthrowdmg=6.5% | |dthrowdmg=6.5% | ||
|dthrowdesc=Telekinetically slams the opponent into the ground head first. Lucas' primary combo starter, as it can lead into all of his aerials at a wide range of percentages, depending on DI. His up aerial specifically becomes a viable KO combo after this move. Although the opponent appears [[Bury|buried]], this is merely aesthetic. | |dthrowdesc=Telekinetically slams the opponent into the ground head first. Lucas' primary combo starter, as it can lead into all of his aerials at a wide range of percentages, depending on DI. His up aerial specifically becomes a viable KO combo after this move. Although the opponent appears [[Bury|buried]], this is merely aesthetic. | ||
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|fsdmg=8% (per hit) | |fsdmg=8% (per hit) | ||
|fsdesc=Summons [[wikibound:PK Starstorm|a shower of falling stars]] to repeatedly hit the opponent. The stars that descend in a column from the top-center of the stage and can be angled in a fanning motion throughout its duration.}} | |fsdesc=Summons [[wikibound:PK Starstorm|a shower of falling stars]] to repeatedly hit the opponent. The stars that descend in a column from the top-center of the stage and can be angled in a fanning motion throughout its duration.}} | ||
===[[Announcer]] call=== | ===[[Announcer]] call=== | ||
{{ | {{incomplete|Needs announcer calls from other languages.}} | ||
<gallery> | <gallery> | ||
Lucas English Announcer SSB4-SSBU.wav|English/Japanese/Chinese | Lucas English Announcer SSB4-SSBU.wav|English/Japanese/Chinese | ||
Line 519: | Line 486: | ||
|char=Lucas}} | |char=Lucas}} | ||
==In [[competitive play]]== | ==In [[Competitive play|competitive play]]== | ||
===Most historically significant players=== | ===Most historically significant players=== | ||
<!--This character has a ten player limit for this section. Before adding and/or removing a player, read these guidelines: https://www.ssbwiki.com/SmashWiki:Notability#%22Most_historically_significant_players%22_guidelines --> | <!--This character has a ten player limit for this section. Before adding and/or removing a player, read these guidelines: https://www.ssbwiki.com/SmashWiki:Notability#%22Most_historically_significant_players%22_guidelines --> | ||
''See also: [[:Category:Lucas | ''Any number following the Smasher name indicates placement on the [[PGR 100]], which recognizes the official top 100 players in [[Super Smash Bros. 4]] of all time.'' | ||
''See also: [[:Category:Lucas professionals (SSB4)]]'' | |||
*{{Sm|Agehasama|Japan}} - One of the best Lucas players in Japan | *{{Sm|Agehasama|Japan}} - One of the best Lucas players in Japan. Placed 13th at {{Trn|Sumabato 19}}, 17th at {{Trn|Sumabato 20}}, and 25th at {{Trn|Umebura 32}} with wins over players such as {{Sm|Sigma}}, {{Sm|Oisiitofu}}, and {{Sm|Gomamugitya}}. Ranked 110th on the [[JAPAN Power Rankings]]. | ||
*{{Sm|Hakadama|Japan}} - One of the best Lucas players in Japan, | *{{Sm|Genarog|Italy}} - Co-mained Lucas alongside {{SSB4|Bayonetta}} and is one of the best Lucas players in Europe. Placed 3rd at {{Trn|Nemiex Pro Tournament II}}, 5th at {{Trn|ICARUS II}} and {{Trn|Nemiex Pro Tournament I}}, and 7th at {{Trn|Respawn 6}} and {{Trn|ICARUS IV}}. Ranked 3rd on the [[Italian Power Rankings]]. | ||
*{{Sm| | *{{Sm|Hakadama|Japan}} - One of the best Lucas players in Japan. Placed 1st at [http://challonge.com/HST13singles HST 13], 2nd at both [https://challonge.com/HST14 HST 14] and [http://challonge.com/HST22Singles HST 22], 4th at {{Trn|Sumabato 24}}, and 9th at {{Trn|HST Final}} with wins over players such as {{Sm|komorikiri}}, {{Sm|Suinoko}} and {{Sm|Sigma}}. Ranked 82nd on the [[JAPAN Power Rankings]]. | ||
*{{Sm|NovaPixl|USA}} - | *{{Sm|Luco|Australia}} - Co-mained Lucas alongside {{SSB4|Ness}} and was the best Lucas player in Australia. Placed 2nd at {{Trn|Poi Poundaz}}, 3rd at both {{Trn|Battle Arena Melbourne 9}} and {{Trn|DI Another Day 2}}, and 5th at {{Trn|Expand Gong 3}} with wins over players such as {{Sm|Keitaro}} and {{Sm|Ghost}}. Ranked 10th on the [[Australian Power Rankings]]. | ||
*{{Sm|Taiheita|Japan}} - The | *{{Sm|Mekos|USA}} - The best Lucas player in the world by the end of the game's active lifespan. Placed 13th at {{Trn|MomoCon 2016}} and {{Trn|Glitch 2}}, 17th at {{Trn|2GG: Hyrule Saga}}, and 25th at both {{Trn|2GGC: Greninja Saga}} and {{Trn|DreamHack Atlanta 2017}} with wins over players such as {{Sm|Nairo}}, {{Sm|Saj}}, and {{Sm|ScAtt}}. | ||
*{{Sm|NovaPixl|USA}} - Placed 9th at {{Trn|WTFox 2}}, 13th at {{Trn|MomoCon 2016}}, 17th at {{Trn|MomoCon 2018}}, and 33rd at {{Trn|MomoCon 2017}} wins over players such as {{Sm|Pink Fresh}}, {{Sm|ScAtt}}, and {{Sm|NickRiddle}}. Formerly ranked 8th on the [[Georgia Power Rankings]]. | |||
*{{Sm|Taiheita|Japan}} (#58) - The best Lucas player in the world throughout most of the game's lifespan. Placed 3rd at {{Trn|Sumabato 16}}, 5th at both {{Trn|Sumabato 8}} and {{Trn|Umebura S.A.T.}}, 13th at {{Trn|Umebura 23}}, and 17th at {{Trn|Super Smash Con 2016}} with wins over players such as {{Sm|Abadango}}, {{Sm|Marss}}, and {{Sm|Ranai}}. Formerly ranked as high as 16th on the [[JAPAN Power Rankings]]. | |||
===Tier placement and history=== | ===Tier placement and history=== | ||
During his release, Lucas was considered to have improved from | During his release, Lucas was considered to have improved from Brawl due to the changes to the game physics benefiting him. However, it would very soon become clear Lucas had lost most of his benefits from ''Brawl'', and would go on to be considered among his previous game's placement. Following the buffs to his attacks, as well as decent tournament representation and results (the latter point being largely due to {{Sm|Taiheita}}), he would be ranked 36th in the first ''4BR''' [[tier list]], as a low-tier character. However, players would prove that Lucas' buffs had indeed benefited him a lot and that he was now a capable character with reliable combo potential and KO power. Due to receiving notable results from Taiheita in 17th place at [[Super Smash Con 2016]], Lucas rose up in the second tier list to 33rd, officially putting him in the mid-tier. | ||
His positive perspective from Taiheita and his potential would led Lucas to a very slight rise to 32nd on the third, and then to 28th on the fourth tier list and current tier list, now tied with Ness for the bottom of high tier. While not having as much tournament representation as other mid-tiered characters, his results have been good enough to secure his current placement. Despite this, Lucas' current placement is still debatable, Lucas's results and representation began to show a series of decline in Japan ever since Taiheita's retirement. Since Taiheita's last tournament, many other players were unable to match Taiheita's success. Towards the end of the metagame, while the Lucas meta in Japan began to decline, his EarthBound counterpart, on the other hand, rose in Japan. {{Sm|Gackt}} and {{Sm|taranito}}, two of the top {{SSB4|Ness}} players, have started to place better and achieved milestones. Such achievements include Gackt's 17th placing at [[The Big House 7]] and taranito's 17th placing at [[EVO Japan 2018]] with both of them defeating multiple top players such as {{Sm|Abadango}}, {{Sm|komorikiri}}, and {{Sm|ANTi}}. Due to these factors, players believe that Lucas should be ranked noticeably lower, citing his waning meta combined with Ness's more energetic developments. Other smashers advocate that Lucas's strengths remain potent in spite of these points, and that his placement is accurate. | |||
==[[Trophies]]== | |||
Lucas comes with matching character trophies, which are unlocked as usual. However, his alt. trophy will also be automatically granted upon booting up the {{GameIcon|ssb4-u}} version. His existing non-fighter trophy remains in the game, completely unchanged; both it and the Classic trophy are simply labeled as "Lucas" in-game. | |||
:'''Lucas''' (non-fighter) | |||
::{{flag|ntsc}} ''Before adventuring, Lucas was a timid, cautious boy. His journey has made him a stronger person. Maybe he met someone to spend his life with... Hang on—we're moving way too fast! For now, remember that Lucas and Ness are favorites in the hearts of EarthBound fans.'' | |||
::{{flag|pal}} ''Once upon a time, Lucas was a bit of a cry-baby. You might even say he was a wimp. But then, well...he had more than his fair share of rough times and toughened up a bit. Who knows what he's up to now? Whatever he's doing, his story - much like Ness's - lives on in the hearts of all Mother series fans.'' | |||
{{Trophy games|console1=GBA|game1=Mother 3}} | |||
:'''Lucas''' | |||
::{{flag|ntsc}} ''The younger of the twin brothers from Nowhere makes his triumphant return to the game of Smash. Hailing from the Japan-only game Mother 3, Lucas's specialty is psychic projectile attacks. He can use these PSI attacks to do things like absorb enemy projectiles and deal supernatural damage! | |||
::{{flag|pal}} ''Lucas, the younger of the twin brothers from Tazmily, comes originally from the Japan-only game, Mother 3, and now makes his triumphant return to Super Smash Bros.! Here he makes great use of his PSI powers with lots of projectile attacks, and can use his faster attacks on anybody who gets too close.'' | |||
{{Trophy games|console1=GBA|game1=Mother 3}} | |||
:'''Lucas (Alt.)''' | |||
::{{flag|ntsc}} ''Lucas's up special PK Thunder can hit enemies multiple times, but if you hit yourself with it, you can then tackle and launch opponents! Lucas's up smash has the strongest launch power of any fighter's up smash. The range for this attack is wide, and it's strongest right after Lucas unleashes the attack. | |||
::{{flag|pal}} ''Lucas's up special, PK Thunder, can either hit enemies multiple times, or hit Lucas himself to push him into a powerful charge attack. Meanwhile, his up smash attack is the most powerful launching move in the entire game, so make good use of it! It's a wide-range attack that is most effective right after Lucas unleashes it.'' | |||
Lucas's | |||
{{Trophy games|console1=GBA|game1=Mother 3}} | |||
:'''PK Starstorm (Lucas)''' | |||
::{{flag|ntsc}} ''You can adjust the direction of the shooting stars in this attack! Rain stars down on multiple fighters at once, or be mean and pick on a single fighter. The choice is yours! If a star connects, it will deal ongoing fire damage, making it hard for opponents to return to the stage.'' | |||
| | |||
{{ | ::{{flag|pal}} ''Lucas uses his PSI powers to summon a stream of shooting stars, the angle of which you can control. It's good for attacking an entire group during a free-for-all...or if you want to make things tougher for a single person. Even if the attack only hits once, it deals ongoing fire damage, making it harder to get back to the stage.'' | ||
| | |||
<center> | |||
<gallery> | |||
LucasTrophy3DS.png|Non-fighter (3DS) | |||
| | LucasTrophyWiiU.png|Non-fighter (Wii U) | ||
| | LucasDLCTrophy3DS.png|Classic (3DS) | ||
LucasAltTrophy3DS.png|Alt. (3DS) | |||
LucasDLCTrophyWiiU.png|Classic (Wii U) | |||
LucasAltTrophyWiiU.png|Alt. (Wii U) | |||
PKStarstormLucasTrophyWiiU.png|[[PK Starstorm]] (Lucas) | |||
</gallery> | |||
</center> | |||
==[[Alternate costume (SSB4)#Lucas|Alternate costumes]]== | ==[[Alternate costume (SSB4)#Lucas|Alternate costumes]]== | ||
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SSB4 Lucas SplashArt.jpg|Lucas' splash art. | SSB4 Lucas SplashArt.jpg|Lucas' splash art. | ||
Lucas amiibo.png|Lucas' [[amiibo]]. | Lucas amiibo.png|Lucas' [[amiibo]]. | ||
Lucas SSB4 Screen-1.jpg|Using his forward aerial. | Lucas SSB4 Screen-1.jpg|Using his forward aerial. | ||
Lucas SSB4 Screen-2.jpg|Using [[PK Thunder]] against {{SSB4|Falco}}. | Lucas SSB4 Screen-2.jpg|Using [[PK Thunder]] against {{SSB4|Falco}}. | ||
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</gallery> | </gallery> | ||
==Trivia== | ==Trivia== | ||
*A few aspects regarding Lucas' status in ''SSB4'' tied in to a number of significant dates for the ''EarthBound'' series: | *A few aspects regarding Lucas' status in ''SSB4'' tied in to a number of significant dates for the ''EarthBound'' series: | ||
**He was confirmed in the same month that his origin game, ''{{s|wikibound|Mother 3}}'', was first released. | **He was confirmed in the same month that his origin game, ''{{s|wikibound|Mother 3}}'', was first released. | ||
Line 661: | Line 606: | ||
**Additionally he has [https://www.youtube.com/watch?v=qH1ggUXJaAs unused behavior] for his PK Thunder that functions just like Ness' PK Thunder. | **Additionally he has [https://www.youtube.com/watch?v=qH1ggUXJaAs unused behavior] for his PK Thunder that functions just like Ness' PK Thunder. | ||
*According to an interview with Sakurai, Lucas' alternate costumes were all chosen by [https://sourcegaming.info/2016/02/23/nintendo-dream-interview-with-sakurai-part-2/ one of the game's designers.] | *According to an interview with Sakurai, Lucas' alternate costumes were all chosen by [https://sourcegaming.info/2016/02/23/nintendo-dream-interview-with-sakurai-part-2/ one of the game's designers.] | ||
*Lucas is the first and only DLC character who was released alongside others that were revealed later. | *Lucas is the first and so far only DLC character who was released alongside others that were revealed later. | ||
==References== | ==References== |