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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 currently 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}}'' representative {{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 it 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. Recently, however, Lucas's declining results in regionals and Japan, Taiheita's recent retirement, and Japanese Ness players earning commendable results in Japan that surpassed Lucas's achievements recently such as 17th at [[EVO Japan 2018]] and 17th at [[The Big House 7]] being credited to {{Sm|Gackt}} and {{Sm|taranito}} led some Smashers to question about Lucas's placement of whether Lucas should retain his position or not. | ||
==Attributes== | ==Attributes== | ||
Lucas' attributes remain largely unchanged since ''Brawl''. He is a [[Weight|middleweight]] | Lucas' attributes remain largely unchanged since ''Brawl''. He is a [[Weight|middleweight]] that has a very slow [[walking]] speed, slightly below average [[dash]]ing speed, average [[gravity]], above average [[air speed]], and below average [[falling speed]]. However, his air and [[fast fall]]ing speeds have become faster since ''Brawl'', both of which somewhat improve his aerial mobility. While Lucas' mobility speed is rather unimpressive, his attack speed compensates for it; notable examples include his neutral attack, which comes out on frame 2, and his down tilt, which comes out on frame 3 and is 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. As a result, Lucas' attacks are useful for damage racking and initiating combos, while several of his ground attacks are safe in many situations due to their minimal ending lag. | ||
Despite his short stature and lack of a weapon outside of his forward smash, Lucas possesses good range courtesy of [[disjointed]] [[hitbox]]es. All of his smash attacks, nearly all of his aerial attacks and some of his ground attacks are disjointed, which can be further supplemented by his projectiles. In addition to their disjointed hitboxes, Lucas' smash attacks are among the strongest in the game. Like in ''Brawl'', his up smash is among the strongest up smashes in the game while also possessing both a large disjointed hitbox and the ability to KO as low as 54% when fully charged (or 70% for heavyweights). The first hit of his down smash is also one of the strongest in the game and is an intimidating edgeguarding option, while his forward smash has decent speed, good KO potential and can even [[Reflection|reflect]] projectiles. | Despite his short stature and lack of a weapon outside of his forward smash, Lucas possesses good range courtesy of [[disjointed]] [[hitbox]]es. All of his smash attacks, nearly all of his aerial attacks and some of his ground attacks are disjointed, which can be further supplemented by his projectiles. In addition to their disjointed hitboxes, Lucas' smash attacks are among the strongest in the game. Like in ''Brawl'', his up smash is among the strongest up smashes in the game while also possessing both a large disjointed hitbox and the ability to KO as low as 54% when fully charged (or 70% for heavyweights). The first hit of his down smash is also one of the strongest in the game and is an intimidating edgeguarding option, while his forward smash has decent speed, good KO potential and can even [[Reflection|reflect]] projectiles. | ||
However, Lucas | However, Lucas greatest strength is his grab game. Despite having the shortest-ranged tether grab in the game, his [[Rope Snake]] has the lowest amount of ending lag among all tether grabs and respectable range, while he also possesses arguably the strongest set of throws in the game. Lucas' up and back throws are among the most powerful of their kind in the game, making them two of his best KOing options. His forward throw is tied with {{SSB4|Bowser}}'s for the strongest of its kind, although it is significantly weaker as a KOing option in comparison to his up and back throws. His down throw benefits significantly from both its considerably reduced knockback and the changes to hitstun canceling, both of which have re-purposed it into a reliable combo starter that can be followed up with his neutral and forward aerials from 0% up until high percents (even up to the early 90% range for neutral aerial), while its combo into up aerial is a confirmed KO set-up until 100%. While these changes have removed his down throw's KO potential, this is completely mitigated due to his up and back throws' aforementioned power. Lastly, his pummel is tied with Ness, {{SSB4|Kirby}} and {{SSB4|Fox}}'s as the third fastest in the game, which makes it ideal for quick damage racking before a throw. | ||
Lucas also boasts a strong zoning game that is essential to his success. [[PK Fire]] and grab aerial are both powerful spacing tools with their own specific uses, the latter being able to lead into a grab or forward tilt. Lucas' combo game is also very strong. His down tilt is a good combo starter, as it can combo into itself, neutral attack, and most importantly, his grab. His neutral and forward aerials can combo into themselves at low percents, while the former can also do so into other aerials (except for his back aerial) at low percents. | Lucas also boasts a strong zoning game that is essential to his success. [[PK Fire]] and grab aerial are both powerful spacing tools with their own specific uses, the latter being able to lead into a grab or forward tilt. Lucas' combo game is also very strong. His down tilt is a good combo starter, as it can combo into itself, neutral attack, and most importantly, his grab. His neutral and forward aerials can combo into themselves at low percents, while the former can also do so into other aerials (except for his back aerial) at low percents. | ||
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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 | 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]]''== | ||
Lucas received a mix of [[buff]]s and [[nerf]]s in the transition from ''Brawl'' to ''SSB4'', but he was buffed overall. 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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*{{change|Side [[taunt]]'s animation has slightly changed. Lucas now keeps his eyes open while using it, instead of closing them.}} | *{{change|Side [[taunt]]'s animation has slightly changed. Lucas now keeps his eyes open while using it, instead of closing them.}} | ||
*{{change|Due to the aesthetic used in ''SSB4'', {{s|wikibound|Rope Snake}}'s skin is of a significantly higher visual quality than in ''Brawl''.}} | *{{change|Due to the aesthetic used in ''SSB4'', {{s|wikibound|Rope Snake}}'s skin is of a significantly higher visual quality than in ''Brawl''.}} | ||
===Attributes=== | ===Attributes=== | ||
*{{buff|Lucas' [[air speed]] is faster (1.05 → 1.1).}} | *{{buff|Lucas' [[air speed]] is faster (1.05 → 1.1).}} | ||
*{{buff|Lucas' [[fast fall]]ing speed is faster (1.918 → 2.192) | *{{buff|Lucas' [[fast fall]]ing speed is faster (1.918 → 2.192), improving his air game and making him less susceptible to [[Juggle|juggling]].}} | ||
*{{buff|Lucas' grounded [[grab release]] | *{{change|Although his fall speed was unchanged, relative to the rest of the cast Lucas falls slower, going from having an average fall speed to a noticeably below average one.}} | ||
*{{buff|The removal of the extra 10 frames of Lucas' grounded [[grab release]] combined with the removal of [[chain grab]]bing significantly improves his endurance. The general changes to aerial grab releases also benefits him making him less susceptible to air release followups.}} | |||
*{{buff|[[Roll]]s have less ending lag (FAF 32 → 31).}} | *{{buff|[[Roll]]s have less ending lag (FAF 32 → 31).}} | ||
*{{nerf|Rolls have a shorter duration (frames 4-19 → 4-17).}} | *{{nerf|Rolls have a shorter duration (frames 4-19 → 4-17).}} | ||
*{{buff|[[Air dodge]] has less startup (frame 4 → 3) and ending lag (FAF 49 → 34).}} | *{{buff|[[Air dodge]] has less startup (frame 4 → 3) and ending lag (FAF 49 → 34).}} | ||
*{{nerf|[[Spot dodge]] has more startup lag with a shorter duration (frames 2-20 → 3-18) and | *{{nerf|[[Spot dodge]] has more startup lag with a shorter duration (frames 2-20 → 3-18) and has more ending lag (FAF 26 → 28).}} | ||
*{{nerf|[[Zap Jump]] and [[Magnet Pull]] have been removed, significantly hindering Lucas' [[Advanced technique|advanced technical options]].}} | |||
===Ground attacks=== | ===Ground attacks=== | ||
*[[Neutral attack]]: | *[[Neutral attack]]: | ||
**{{ | **{{nerf|Neutral attack's first and second hits deal less damage (3% (both) → 2.5% (hit 1)/2% (hit 2)).}} | ||
**{{buff|Their mid and far hitboxes now launch at higher angles (40°/80° → 66°/87° (hit 2), 60°/80° → 70°/88° (hit 3)) with altered set knockback (20/10 → 18/16) improving their [[jab cancel]]ing potential especially the far hitbox.}} | |||
**{{ | |||
*[[Forward tilt]]: | *[[Forward tilt]]: | ||
**{{nerf|Forward tilt has | **{{nerf|Forward tilt has increased start-up (frame 6 → 7) and ending lag (FAF 23 → 26). Its sourspot also deals less damage (9% → 7.5%) and has much lower knockback scaling (100 → 60). The sweetspot also deals less knockback (12/16 (base), 100 (scaling) → 30/75).}} | ||
*[[Up tilt]]: | *[[Up tilt]]: | ||
**{{buff| | **{{buff|Late up tilt deals 1% more damage (4% → 5%) and has higher base knockback (10 → 50). Up tilt also has decreased ending lag (FAF 40 → 37) and the sweetspot has a longer duration (frames 7-9 → 7-10).}} | ||
**{{change|Up tilt's sweetspot has altered knockback (40 (base), 105 (scaling) → 50/100).}} | |||
**{{nerf|Up tilt's first hit has a shorter duration (frames 4-6 → 4) and deals less damage (3% → 1.5%). The late hit also has a shorter duration (frames 10-17 → 11-14).}} | |||
**{{change| | |||
**{{nerf| | |||
*[[Down tilt]]: | *[[Down tilt]]: | ||
**{{ | **{{change|Down tilt's close hitboxes have altered angles (0° → 76°/40°). This improves its followup potential but hinders its ability to chain into itself as well as removing its ability to [[lock]] and trip.}} | ||
**{{nerf|Down tilt has increased ending lag (FAF 14 → 16) and slightly decreased range. It deals less damage (6% → 3%) with increased knockback (6 (base), 22 (scaling) → (18/10/8)/(50/45/40)) significantly hindering its damage racking potential. It also no longer has a bonus [[tripping]] chance and only its tipper hitbox can lock opponents and even then, it can only lock at lower percents and the 3 hit lock limit further reduces its damage potential.}} | |||
*[[Dash attack]]: | *[[Dash attack]]: | ||
**{{buff| | **{{buff|Sweetspotted dash attack deals 1% more damage (12% → 13%) and the sourspot has increased knockback scaling (40 → 76), generally improving its KO potential. Its sweetspot has also been re-positioned to the blast's tip, improving its range.}} | ||
**{{change|Its sweetspot's angle has been altered (75° → 46°).}} | |||
**{{nerf|Sourspotted dash attack deals 1% less damage (10% → 9%).}} | |||
**{{buff|Dash attack has decreased start-up (frame 17 → 15) and ending lag (FAF 42 → 39).}} | |||
*{{buff|The 19% damage increase to [[shield]]s and the increase to [[shieldstun]] significantly improve clean smash attacks' shield pressuring potentials.}} | |||
**{{change| | |||
**{{nerf| | |||
**{{ | |||
*[[Forward smash]]: | *[[Forward smash]]: | ||
**{{ | **{{nerf|Forward smash has decreased base knockback (60/55/50/45 → 50), hindering its KO potential. It has also received a sourspot on all of its untippered hitboxes that deals 1% less damage (15% → 14%) although its base knockback was compensated on one of its hitboxes (45 → 50).}} | ||
**{{change|Forward smash produces a different sound effect when striking opponents rather than a kicking sound.}} | |||
**{{ | |||
*[[Up smash]]: | *[[Up smash]]: | ||
**{{ | **{{nerf|Up smash has decreased knockback (50 (base), 85 (scaling) → 48/77), hindering its KO potential. It also has smaller hitboxes (14u/13u/12u/10u/10u → 12u/11u/10u/8u/6.5u) and can no longer launch edge-hanging opponents into its main hitbox.}} | ||
*[[Down smash]]: | *[[Down smash]]: | ||
**{{buff|Down smash | **{{buff|Down smash's first hit has increased base knockback (40 → 43), improving its KO potential.}} | ||
**{{nerf|Down smash has smaller hitboxes (10u/12u/14u → 8u/9.8u/12u) and now consists of mutually exclusive hits preventing all of its hits from connecting greatly reducing its maximum damage output (42% → 17%).}} | |||
**{{nerf|Down smash has smaller hitboxes (10u/12u/14u → 8u/9.8u/12u) | |||
===Aerial attacks=== | ===Aerial attacks=== | ||
*{{nerf|All aerials except back aerial auto-cancel later (frame 28 → 37 (neutral), frame 32 → 38 (forward), frame 25 → 38 (up), frame 35 → 47 (down)). Lucas can no longer auto-cancel any of his aerials out of a short hop greatly hinder his neutral and up aerial's safety as well as his forward aerial's spacing and approach potential.}} | |||
*[[Neutral aerial]]: | *[[Neutral aerial]]: | ||
**{{ | **{{nerf|Due to consisting of five hits instead of eight, neutral aerial deals 5% less damage (17% → 12%). Additionally, it has increased start-up (frame 5 → 7) and ending lag (FAF 40 → 45). Lastly, its [[Smash directional influence|SDI]] multiplier has increased (1× → 2×).}} | ||
**{{change|The final hit has decreased base knockback (70 → 40) and launches opponents at a higher angle (361° → 60°) This grants its combo potential but hinders its KO potential despite dealing more damage (3% → 4%).}} | |||
**{{buff|Due to their angles being altered (105° → 367°), neutral aerial's loop hits connect together better combined with the weakening of SDI. Additionally, It has decreased landing lag (18 frames → 13).}} | |||
**{{change|The final hit has decreased base knockback (70 → 40) and launches opponents at a higher angle (361° → 60°) This grants its combo potential but hinders its KO potential | |||
**{{ | |||
*[[Forward aerial]]: | *[[Forward aerial]]: | ||
**{{ | **{{nerf|Forward aerial deals less damage (12% (sweetspot)/10% (sourspot)/8% (late) → 11.5% (sweetspot)/9% (sourspot)) and has lost its late hitbox (it still has a late hitbox but it never correctly spawns) giving it a shorter duration (frames 9-15 → 9-10). It also has a smaller hitbox (5.5u → 5u).}} | ||
**{{buff|Forward aerial has decreased landing lag (15 frames → 12) and the sweetspot deals more knockback (10 (base), 100 (scaling) → 30/97).}} | |||
**{{ | |||
*[[Back aerial]]: | *[[Back aerial]]: | ||
**{{buff|Back aerial's | **{{buff|Back aerial's non-meteor sweetspot deals 2% more damage (10% → 12%) improving its KO potential.}} | ||
**{{buff|The removal of [[Meteor smash#Meteor canceling|meteor canceling]] significantly improves back and down aerials' reliability.}} | |||
**{{buff|The removal of [[Meteor smash#Meteor canceling|meteor canceling]] significantly improves back aerials' reliability | |||
*[[Up aerial]]: | *[[Up aerial]]: | ||
**{{ | **{{nerf|Up aerial has more start-up lag with a shorter duration (frames 5-9 → 7-9) and a smaller hitbox (7u → 5.2u). Its hitbox is also static now, no longer attached to Lucas' head during its animation and introducing blindspots above and in front of Lucas.}} | ||
**{{buff|Up aerial launches opponents at a higher angle (62° → 80°). This improves its juggling and KO potential since its damage and knockback are unchanged.}} | |||
**{{change|Up aerial has increased [[Freeze frame|hitlag]] (1× → 1.1×). This makes it safer on shield, but easier to DI.}} | |||
**{{ | |||
**{{ | |||
*[[Down aerial]]: | *[[Down aerial]]: | ||
**{{nerf|Down aerial's first three hits deal 1.5% less damage (5% → 3.5%), which decreases its overall damage output by 4.5% (20% → 15.5%). It also has increased start-up lag (frame 4 → 10) and its worse auto-cancel window significantly hinders its followup potential.}} | |||
**{{buff|Down aerial has decreased landing lag (28 frames → 24).}} | |||
**{{nerf|Down | |||
*[[Grab aerial]]: | *[[Grab aerial]]: | ||
**{{buff|Grab aerial has received a hitbox that deals damage (4% (clean)/2.8% (late | **{{buff|Grab aerial has received a hitbox that deals damage (4% (clean)/2.8% (late)), granting it spacing and combo potential. It also has increased range as a [[tether recovery]].}} | ||
**{{nerf|Grab aerial no longer auto-cancels on landing instead having 8 frames of landing lag making it more punishable.}} | |||
**{{nerf|Grab aerial no longer auto-cancels on landing | |||
===Throws/other attacks=== | ===Throws/other attacks=== | ||
*{{buff|All grabs have | *{{buff|All grabs have decreased start-up lag (frame 13 → 12 (standing), frame 16 → 14 (dash), frame 15 → 12 (pivot)) and increased durations (1 frame → 8).}} | ||
*{{buff|Standing and dash grabs have | *{{buff|Standing and dash grabs have significantly decreased ending lag (FAF 70 → 45 (standing), FAF 80 → 55 (dash)).}} | ||
*{{nerf|Pivot grab has | *{{nerf|Pivot grab has increased ending lag (FAF 50 → 61).}} | ||
*[[Pummel]]: | *[[Pummel]]: | ||
**{{ | **{{nerf|Pummel deals 1.8% less damage (3% → 1.2%).}} | ||
**{{buff|Pummel's duration has decreased (12 frames → 9), making it tied for the third fastest pummel in the game and making it better for racking up damage despite the lower damage output.}} | |||
**{{ | |||
*[[Up throw]]: | *[[Up throw]]: | ||
**{{buff|Up throw | **{{buff|Up throw has increased knockback (80 (base), 65 (scaling) → 78/69), slightly improving its KO potential.}} | ||
*[[Down throw]]: | *[[Down throw]]: | ||
**{{ | **{{nerf|Down throw deals 0.5% less damage (7% → 6.5%).}} | ||
**{{change|Down throw | **{{change|Down throw has decreased knockback (60 (base), 100 (scaling) → 78/51). When coupled with the changes to [[hitstun canceling]], these changes grant it combo potential at low to high percentages. However, these changes significantly hinder its KO potential.}} | ||
**{{change|Down throw's animation has changed. Lucas now aesthetically buries opponents headfirst upon throwing them.}} | |||
*[[Floor attack]]: | |||
**{{ | **{{buff|Front and back floor attacks deal 1% more damage (6% → 7%).}} | ||
*[[Floor attack]] | |||
**{{buff| | |||
*[[Edge attack]]: | *[[Edge attack]]: | ||
**{{change|Edge attack now deals consistent damage (6%/8% → 7%).}} | |||
**{{change|Edge attack now deals consistent damage ( | |||
===Special moves=== | ===Special moves=== | ||
*[[PK Freeze]]: | *[[PK Freeze]]: | ||
**{{buff|PK Freeze | **{{buff|Fully charged [[PK Freeze]] deals 3% more damage (19% → 22%) and travels farther.}} | ||
**{{buff| | **{{buff|The 19% damage increase to shields and the increase to shieldstun significantly improve fully charged PK Freeze's shield pressuring potential.}} | ||
**{{nerf|PK Freeze travels slightly slower and takes longer to fully charge. It also goes lower than Lucas' body, similarly to [[PK Flash]], which results in it no longer exploding on contact with the ground. Unlike PK Flash, using PK Freeze right before it makes contact with the ground does not count as it being fully charged.}} | |||
**{{ | |||
*[[PK Fire]]: | *[[PK Fire]]: | ||
**{{buff|PK Fire | **{{buff|[[PK Fire]] deals 1% more damage (8% → 9%).}} | ||
*[[PK Thunder]]: | *[[PK Thunder]]: | ||
**{{buff|PK Thunder | **{{buff|[[PK Thunder]] is larger and travels slightly faster. This improves its recovery potential and, when coupled with the weakening of SDI, makes it significantly more difficult to escape from.}} | ||
**{{change|PK Thunder's visual effects have changed. It is now violet, instead of blue.}} | |||
**{{change|PK Thunder's visual effects have changed. It is now violet, instead of blue | |||
*[[PK Thunder 2]]: | *[[PK Thunder 2]]: | ||
**{{buff|PK Thunder 2 | **{{buff|PK Thunder 2 covers slightly more distance, improving its recovery potential. It can also be reused immediately after Lucas bounces off of a wall, significantly improving its safety. Its final hit also has higher knockback scaling (70 → 74).}} | ||
**{{nerf|PK Thunder 2 deals less damage when all hits connect (43% → 35.5%) and it can no longer be used with [[Cape glide|edge momentum shifting]].}} | |||
**{{nerf| | |||
*[[PSI Magnet]]: | *[[PSI Magnet]]: | ||
**{{ | **{{buff|[[PSI Magnet]] is significantly larger.}} | ||
**{{nerf|PSI Magnet deals 1% less damage (9% → 8%) and only the center of its orb deals damage, whereas its entire orb dealt damage in ''Brawl''. These changes hinder its utility combined with the removal of magnet pull. Additionally, PSI Magnet also now swirls healing projectiles for a moment, creating a slight delay before Lucas can actually be healed. Lastly, it has received a blind spot directly behind Lucas, hindering its safety.}} | |||
**{{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.}} | ||
*[[PK Starstorm]]: | *[[PK Starstorm]]: | ||
**{{change|[[PK Starstorm]] now functions identically to Ness' version. It deals 6% less damage per hit (14% → 8%), but the falling stars are now fired in a line that can be aimed in a fanning motion from the top-center of the stage. While this gives it blind spots, it results in a more consistent damage output when the stars do hit.}} | **{{change|[[PK Starstorm]] now functions identically to Ness' version. It deals 6% less damage per hit (14% → 8%), but the falling stars are now fired in a line that can be aimed in a fanning motion from the top-center of the stage. While this gives it blind spots, it results in a more consistent damage output when the stars do hit.}} | ||
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==Update history== | ==Update history== | ||
Lucas has been buffed via game updates. Update [[1.1.0]] saw all of his grabs' ending lag decreased and as well as subtle range improvements to his forward and down tilts, though they still do not match up to his range in ''Brawl''. The changes to shield mechanics in updates 1.1.0 and [[1.1.1]] have been a mixed bag for Lucas; the changes make his sourspotted moves less safe on shield, but his sweetspotted moves safer on shield. Lastly, update [[1.1.3]] gave Lucas a number of noticeable buffs: his standing grab, dash grab, and forward aerial all had their lag decreased, his neutral aerial's damage output was increased, and forward tilt's sweetspot had its size increased. As a result of these buffs, Lucas is considered better than he was when he was initially released. | Lucas has been buffed via game updates. Update [[1.1.0]] saw all of his grabs' ending lag decreased and as well as subtle range improvements to his forward and down tilts, though they still do not match up to his range in ''Brawl''. The changes to shield mechanics in updates 1.1.0 and [[1.1.1]] have been a mixed bag for Lucas; the changes make his sourspotted moves less safe on shield, but his sweetspotted moves safer on shield. Lastly, update [[1.1.3]] gave Lucas a number of noticeable buffs: his standing grab, dash grab, and forward aerial all had their lag decreased, his neutral aerial's damage output was increased, and forward tilt's sweetspot had its size and duration increased. As a result of these buffs, Lucas is considered better than he was when he was initially released. | ||
'''{{GameIcon|ssb4}} [[1.1.0]]''' | '''{{GameIcon|ssb4}} [[1.1.0]]''' | ||
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==Moveset== | ==Moveset== | ||
{{MovesetTable | {{MovesetTable | ||
|game=SSB4 | |game=SSB4 | ||
|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 | |fairdmg=11.5% (sweetspot), 9% (sourspot) | ||
|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.}} | ||
===[[On-screen appearance]]=== | ===[[On-screen appearance]]=== | ||
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===[[Crowd cheer]]=== | ===[[Crowd cheer]]=== | ||
{{Crowd | |||
|game=SSB4 | |||
|char=Lucas | |||
|desc-us=Lu-cas! | |||
|desc-jp=Ryuuu-ka! | |||
|pitch-us=Female | |||
| | |pitch-jp=Female}} | ||
| | |||
|- | |||
|- | |||
|- | |||
===[[Victory pose]]s=== | ===[[Victory pose]]s=== | ||
Line 538: | Line 313: | ||
|char=Lucas}} | |char=Lucas}} | ||
==In [[competitive play]]== | ==In [[Competitive play|competitive play]]== | ||
=== | ===Notable players=== | ||
<!-- | <!--If you are planning to add a player you consider to be notable, please provide tournament results in some shape or form in the edit summary (be it a link to a results thread or bracket of them placing high in a tournament of other notable players or a video of them beating a notable player). Winning tournaments without notable players present is generally not enough to warrant a spot.--> | ||
''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.'' | |||
====Active==== | |||
*{{Sm|Agehasama|Japan}} - One of the better Lucas players in Japan, placing 13th at [[Sumabato 19]] and 17th at [[Sumabato 20]]. He has wins over {{Sm|Sigma}}, {{Sm|Oisiitofu}}, and {{Sm|Gomamugitya}}. | |||
*{{Sm|Clade|Germany}} - Placed 17th at [[B.E.A.S.T 6]]. | |||
*{{Sm|Hakadama|Japan}} - Considered as the one of the best Lucas players in Japan and one of the best overall. Placed 5th at [[Sumabato 24]]. Has wins over {{Sm|Sigma}}, {{Sm|Suinoko}} and {{Sm|komorikiri}}. | |||
*{{Sm|Hakii|USA}} - Has a win over {{Sm|P2P with Gibus}}. | |||
*{{Sm|K3H|USA}} - Formerly ranked 9th on the [[Connecticut Power Rankings]]. Placed 17th at [[GUMS 6]] and [[GUMS 9]] | |||
*{{Sm|Luco|Australia}} - Ranked 10th on the [[Australian Power Rankings]]. Placed 3rd at both {{Trn|Battle Arena Melbourne 9}} and {{Trn|DI Another Day 2}} and has taken sets off of players such as {{Sm|Keitaro}} and {{Sm|Ghost}}. | |||
*{{Sm|Mekos|USA}} - Currently considered the best active Lucas player in the world. Placed 13th at [[MomoCon 2016]] and [[Glitch 2]]. He has wins over {{Sm|Nairo}}, {{Sm|Saj}}, and {{Sm|Scatt}}. | |||
*{{Sm|NAKAT|USA}} - Occasionally uses Lucas in tournaments. Has a win over {{Sm|Captain L}} using Lucas as one of his characters. | |||
*{{Sm|NovaPixl|USA}} - Formerly ranked 8th on the [[Georgia Power Rankings]]. He has wins over {{Sm|Pink Fresh}}, {{Sm|ScAtt}}, and {{Sm|NickRiddle}}. | |||
*{{Sm|ShiNe|Taiwan}} - Placed 13th at the [[Tournament:2GG Championship#Last Chance Qualifier|2GG Championship Last Chance Qualifier]], 13th at [[Noods Noods Noods: Melee Edition]], 33rd at [[2GG: Breakthrough 2]], and [[SwitchFest]]. Ranked 7th on the Lucas Power Rankings. | |||
*{{Sm|Sidereus|Canada}} - The best Lucas player in [[Michigan]] and Canada. Ranked 13th on the [[Michigan Smash 4 Power Rankings]]. | |||
====Inactive==== | |||
*{{Sm|JeBB|USA}} - Formally mained Lucas and is considered one of the best Lucas players in the world before dropping him for {{SSB4|Bayonetta}}. | |||
*{{Sm|Marss|USA}} | |||
*{{Sm|Pink Fresh|USA}} - Played Lucas before switching to Bayonetta. | |||
*{{Sm|SpaceDong|Canada}} | |||
*{{Sm|Taiheita|Japan}} (#58) - Widely considered to be the best Lucas player prior to his retirement. Placed 17th in singles play at [[Super Smash Con 2016]] and 1st in [[doubles]] play at Super Smash Con 2016. Formally ranked 49th on the [[Panda Global Rankings]] v2, and currently ranked 28th on the [[JAPAN Power Rankings]]. He has wins over {{Sm|Abadango}}, {{Sm|Marss}}, {{Sm|9B}}, {{Sm|Kameme}}, {{Sm|T}}, {{Sm|Earth}}, {{Sm|Edge}}, {{Sm|Ranai}}, and {{Sm|ikep}}. | |||
===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 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 Japanese Lucas players couldn't achieve any commendable results that would equally match Taiheita's results. Also, while the Lucas meta in Japan began a decline, his EarthBound counterpart, Ness, began to rise in Japan. {{Sm|Gackt}} and {{Sm|taranito}}, recently grew in performance and they've achieved above average placings such as Gackt's 17th placing in [[The Big House 7]] and taranito's 17th placing in [[EVO Japan 2018]] while defeating many top players such as {{Sm|Abadango}}, {{Sm|komorikiri}}, {{Sm|ANTi}}, {{Sm|Mistake}}, {{Sm|T}}, {{Sm|Rain}}, and many others. From this, Lucas's placement, while respectable among the Smash community, became a fair topic of debate because of his results declining, however some claim that Lucas belongs as a high tier character and that he is still a superior character to Ness. | |||
==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]] | |||
</gallery> | |||
</center> | |||
==[[Alternate costume (SSB4)#Lucas|Alternate costumes]]== | ==[[Alternate costume (SSB4)#Lucas|Alternate costumes]]== | ||
{|style="margin:1em auto 1em auto;text-align:center" | {|style="margin:1em auto 1em auto;text-align:center" | ||
|- | |- | ||
|colspan=8|[[ | |colspan=8|[[Image:Lucas Palette (SSB4).png]] | ||
|- | |- | ||
|{{Head|Lucas|g=SSB4|s=50px}} | |{{Head|Lucas|g=SSB4|s=50px}} | ||
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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. | ||
**The announcement details for Lucas and update 1.0.8 were revealed on the same day as ''{{s|wikibound|EarthBound}}''{{'}}s 20th anniversary. | **The announcement details for Lucas and update 1.0.8 were revealed on the same day as ''{{s|wikibound|EarthBound}}''{{'}}s 20th anniversary. | ||
**The day he became available to purchase was the same day that [[wikibound:Mother (video game)|''EarthBound Beginnings'']] was released internationally for the | **The day he became available to purchase was the same day that [[wikibound:Mother (video game)|''EarthBound Beginnings'']] was released internationally for the Wii U Virtual Console. | ||
**His [[amiibo]]'s release date in Japan was the same day that ''Mother 3'' was released on the Japanese Wii U Virtual Console. | **His [[amiibo]]'s release date in Japan was the same day that ''Mother 3'' was released on the Japanese Wii U Virtual Console. | ||
*Lucas' [[dash]]ing animation is similar to his {{s|wikibound|run}}ning animation in ''Mother 3''. | *Lucas' [[dash]]ing animation is similar to his {{s|wikibound|run}}ning animation in ''Mother 3''. | ||
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**He is also the only DLC character with a tether grab. | **He is also the only DLC character with a tether grab. | ||
**He is also the only character to be initially unplayable in the next installment but then regained playable status due to DLC. | **He is also the only character to be initially unplayable in the next installment but then regained playable status due to DLC. | ||
* | *Lucas and Wario are the only characters not be a [[starter character]] who were previously a starter since Wario has to be unlocked and Lucas has to purchased as DLC. | ||
**Coincidentally, both are ''Brawl'' newcomers. | **Coincidentally, both are ''Brawl'' newcomers. | ||
*As Lucas' down throw technically does not [[bury]] opponents and instead forces them into a unique position, if the character being thrown flinches lightly, they will snap back to their original position. In {{forwiiu}}, the skirts of {{SSB4|Peach}}'s, {{SSB4|Zelda}}'s and [[Rosalina & Luma (SSB4)|Rosalina]]'s dresses cannot keep up with the velocity change and will stay up. This technical oversight leads to [https://www.youtube.com/watch?v=uIdHuVTJ7S4 odd results]. However, this oversight does not occur in {{for3ds}}. | *As Lucas' down throw technically does not [[bury]] opponents and instead forces them into a unique position, if the character being thrown flinches lightly, they will snap back to their original position. In {{forwiiu}}, the skirts of {{SSB4|Peach}}'s, {{SSB4|Zelda}}'s and [[Rosalina & Luma (SSB4)|Rosalina]]'s dresses cannot keep up with the velocity change and will stay up. This technical oversight leads to [https://www.youtube.com/watch?v=uIdHuVTJ7S4 odd results]. However, this oversight does not occur in {{for3ds}}. | ||
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**Oddly, his amiibo description carried over his ''Brawl'' trophy's mistranslation of his home, Tazumili Village, rather than its correct translation, Tazmily Village. | **Oddly, his amiibo description carried over his ''Brawl'' trophy's mistranslation of his home, Tazumili Village, rather than its correct translation, Tazmily Village. | ||
*Lucas is the only veteran DLC character to have recycled voice clips. | *Lucas is the only veteran DLC character to have recycled voice clips. | ||
**He is also the only veteran DLC character to not have his voice actress in the DLC credits. His voice actress, however, was in the original credits before his return | **He is also the only veteran DLC character to not have his voice actress in the DLC credits. His voice actress, however, was in the original credits before his return. | ||
**He is also the only DLC character to speak English in the Japanese version of the game, though {{SSB4|Bayonetta}} can be technically included if her "A Witch With No Memories" alternate costume is counted. | **He is also the only DLC character to speak English in the Japanese version of the game, though {{SSB4|Bayonetta}} can be technically included if her "A Witch With No Memories" alternate costume is counted. | ||
**Additionally, he is the only DLC character whose [[Final Smash]] is not showcased in [[List of Super Smash Bros. 4 character trailers#Lucas|his reveal trailer]]. | **Additionally, he is the only DLC character whose [[Final Smash]] is not showcased in [[List of Super Smash Bros. 4 character trailers#Lucas|his reveal trailer]]. | ||
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**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.] | ||
{{SSB4Characters}} | {{SSB4Characters}} |