Editing Lucas (SSB4)
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 11: | Line 11: | ||
|ranking = 28-29 | |ranking = 28-29 | ||
}} | }} | ||
:{{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/29th out of 54 on the [[tier list]], tied with {{SSB4|Ness}} at the bottom of the C tier. This is a significant improvement over Lucas' | Lucas is ranked 28th/29th out of 54 on the [[tier list]], tied with {{SSB4|Ness}} at the bottom of the C tier. This is a significant improvement over Lucas' low tier placement in ''Brawl'', where he was ranked 30th out of 38 and is his best placement in the series. 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== | ||
Line 31: | Line 31: | ||
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]]''== | ||
Line 44: | Line 44: | ||
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=== | ||
Line 134: | Line 134: | ||
**{{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.}} | ||
Line 160: | Line 161: | ||
**{{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%).}} | ||
Line 191: | Line 192: | ||
**{{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.}} | ||
Line 343: | Line 344: | ||
|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. | ||
Line 437: | Line 441: | ||
|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=== | ||
Line 520: | Line 487: | ||
==In [[competitive play]]== | ==In [[competitive play]]== | ||
===Tier placement and history=== | |||
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/29th on the fourth tier list and final 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. | |||
===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 --> | ||
''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 players (SSB4)]]'' | ''See also: [[:Category:Lucas players (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| | *{{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| | *{{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]]. | |||
==[[Trophies]]== | ==[[Trophies]]== | ||
Lucas | 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. | ||
{{Trophy/Fighter | {{Trophy/Fighter |