Editing Lucas (SSB4)

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|availability = [[Downloadable content (SSB4)|Downloadable]]
|availability = [[Downloadable content (SSB4)|Downloadable]]
|tier = C
|tier = C
|ranking = 28-29
|ranking = 28
}}
}}
:{{cquote|''Lucas Comes Out of Nowhere!''|cite=Introduction Tagline}}
:{{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' lower-mid tier placement in ''Brawl'', where he was ranked 30th out of 38 and is his best placement in the series. Lucas's greatest strengths is his grab game; [[Rope Snake]] has the lowest ending lag out of all tether grabs, while Lucas possesses several strong KO throws, with up throw and back throw being two of the best KO throws in the game. Complementing his throw game is his combo game, as his down throw can combo into a variety of aerials up until high percents, allowing Lucas to rack up damage rather easily. Finally, Lucas possesses a strong zoning game thanks to [[PK Fire]] and his grab aerial, while most of his moves have disjoints, granting him decent range.
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 also has several weaknesses. Lucas possesses 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]], making him especially vulnerable to fast, mobile characters that can overwhelm him. Lucas also lacks any great landing options, allows characters with disjointed ranges (such as {{SSB4|Marth}} and {{SSB4|Cloud}}) to give him a hard time landing. Finally, his best KO moves often have downsides, such as a blindspot (up air), slow startup (grab), or being easily punishable (his smash attacks). As such, despite a plethora of KO options, Lucas may have some trouble KOing on-stage.
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}}, whose strong performances led many to question whether Lucas could be better than Ness. Although Lucas' results became stagnant after Taiheita's hiatus, most players still agree that Lucas is a viable character and much better than initially perceived.
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]] who 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.
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's 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.
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 static and significantly smaller than it was in ''Brawl'', can miss large opponents like {{SSB4|Bowser}} due to its glaring blindspot driectly in front of him. 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. He also has poor approach options, as his dash attack is slow, and as all his aerials except for back aerial have worse autocancel windows compared to ''Brawl'', none of them can autocancel in a short hop. 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]].
However, Lucas does have his flaws. With his aforementioned sub-par mobility, fast characters such as {{SSB4|Zero Suit Samus}} and {{SSB4|Sonic}} can give Lucas a difficult time. Another problem is a predictable approach, reliance on his zoning tools (which can be overcome), and occasionally a lack of range in spite of his tether grab. Some of his moves require precision at times; his up aerial, whose hitbox is significantly smaller than it was in ''Brawl'', can miss large opponents like {{SSB4|Bowser}}. Another prominent example is his down smash, whose three hits are all mutually exclusive and thus gives opponents a perfect opportunity to punish Lucas if they manage to shield it. Lucas can also have problems scoring KOs despite his smash attacks' impressive strengths, as they mainly require effective reading and should be used wisely as a result. Although Lucas has a reliable tether recovery, [[PK Thunder#PK Thunder 2|his other method of recovery]] is also gimpable because of it having much slower priority than Ness, and it can be still be reflected or absorbed, most infamously by {{SSB4|Rosalina & Luma}}. Like his fellow DLC characters, Lucas does not have any custom moves, which limits him in tournaments that allow [[character customization]].


Altogether, Lucas' pros slightly outweigh his cons. He has an excellent damage-racking game along with some good approach options, though his approach in general is predictable and can be faulty at times. He can also have a hard time KOing opponents outside of edgeguarding, and he is not as effective when his zoning tools can be nullified.  
Altogether, Lucas' pros slightly outweigh his cons. He has an excellent damage racking game along with some good approach options, though his approach in general is predictable and can be faulty at times. He can also have a hard time KOing opponents outside of edgeguarding, and he is not as effective when his zoning tools can be nullified. While Lucas' initial tournament representation was poor like most of his fellow DLC characters, it has improved over time after he received buffs in game updates, to the point that he currently has both average representation and results, both of which are fair improvements from how he fared in ''Brawl''.


==Changes from ''[[Super Smash Bros. Brawl]]''==
==Changes from ''[[Super Smash Bros. Brawl]]''==
In ''Super Smash Bros. Brawl'', Lucas was seen as a low mid tier character as while he had numerous fairly solid attacks, a solid recovery, strong and effective specials (including a strong projectile in [[PK Fire]] and a powerful and surprisingly versatile [[absorption]] move in [[PSI Magnet]]) and a whole bunch of useful advanced techniques, he suffered from having short range, an unspectacular grab, limited/difficult to land KO moves and he was very exploitable to [[grab release]] followups. His grounded grab release was 10 frames longer than almost every other character, making him vulnerable to inescapable [[chain grabs]] and KO setups, while his aerial grab release was also fairly exploitable. As a result, Lucas struggled with a majority of the cast (especially since numerous characters simply outclassed him) and he overall saw limited success within the singles meta, although he was much more effective in [[doubles]], as his grab release was less exploitable and when paired with the right teammate, his PSI Magnet became an incredibly powerful and abusable tool.
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.  
 
In ''Super Smash Bros. 4'', Lucas received a mix of [[buff]]s and [[nerf]]s and while he did receive more nerfs overall, he is considered to be buffed, due to the game's numerous universal changes significantly benefitting him, along with him receiving some very useful buffs as well.
 
One of the most notable improvements he received was the removal of the 10 extra frames that were a part of his grounded [[grab release]] animation, which was one of his most significant flaws. This is further supplemented by the removal of [[chaingrab]]bing which was a large part as to why his grab release was extremely exploitable. Lucas' recovery, outside of advanced techniques, has been improved, as both PK Thunder 2 and [[Rope Snake]] now cover more distance. Rope Snake has also received more utility as a zoning option due to it receiving a hitbox when used as a [[grab aerial]]. Lucas has also been indirectly buffed from the changes to ''Smash 4''{{'}}s mechanics not only due to the removal of chaingrabbing but also because of the changes to hitstun canceling combined with the weakening of [[DI]], which has giving him a very strong combo game which is most evident with the modifications to his down throw having resulted in it becoming one of his best combo starters. A few of his moves also have improved KO potential (most notably up aerial which also has greater juggling potential) and the introduction of [[rage]] only further improves his KO potential.


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''.}}
*{{change|Lucas' previously unused damage yells from ''Brawl''{{'}}s [[Sound Test]] are now heard when taking high knockback.}}


===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) although relative to the cast, it has gone from the 19th lowest out of 38 characters to the 16th lowest out of 58.}}
*{{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]] has less ending lag (FAF 41 → 30), now matching the rest of the cast. When combined with the removal of [[chain grab]]bing, this significantly improves his endurance, as he is no longer vulnerable to guaranteed followups or chain grabs after a 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|Much like the rest of the cast, Lucas' aerial grab releases also has less ending lag (FAF 51 → 40), making him much less susceptible to air release followups.}}
*{{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 it has more ending lag (FAF 26 → 28).}}
*{{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]]:
**{{buff|Neutral attack's first two hits' mid and far hitboxes now launch opponents at higher angles (40°/80° → 66°/87° (hit 1), 60°/80° → 70°/88° (hit 2)) with altered set knockback (20/10 → 18/16), allowing them to connect more reliably into the later hits.}}
**{{nerf|Neutral attack's first and second hits deal less damage (3% (both) → 2.5% (hit 1)/2% (hit 2)).}}
**{{nerf|The first two 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.}}
**{{nerf|The first hit has smaller hitboxes (3.5u/3.5u/4u 2.8u/2.8u/3.5u).}}
**{{nerf|The second hit's near and mid hitboxes are smaller (3.5u/3.5u 3.2u/3.2u).}}
**{{nerf|The third hit launches opponents at a less favorable angle (361° 48°).}}
*[[Forward tilt]]:
*[[Forward tilt]]:
**{{nerf|Forward tilt has more startup lag with a shorter duration (frames 6-9 → 7-9).}}
**{{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).}}
**{{nerf|Forward tilt has more ending lag (FAF 23 → 26).}}
**{{nerf|The sourspot deals less damage (9% → 7.5%) and has much lower knockback scaling (100 → 60), making it much weaker.}}
**{{nerf|The sourspot now takes priority over the sweetspot (ID# 2/3 → 0), making the move harder to sweetspot with.}}
**{{nerf|The sourspot now uses one small extended hitbox (3.5u/3.5u → 2.2u) and the body hitbox has been removed. This significantly reduces the move's range behind Lucas.}}
***{{buff|However, this does make the sweetspot easier to land, considering the fact that the sourspot now takes priority.}}
**{{change|The sweetspot now uses a static hitbox. This gives it more consistent range in front of Lucas, but hinders its ability to hit opponents who are far into the Z axis.}}
**{{nerf|The sweetspot deals less knockback (12/16 (base), 100 (scaling) → 30/75).}}
**{{nerf|The sweetspot has increased [[hitlag]] (0.5x → 1x), making it easier to DI.}}
**{{nerf|Forward smash now only has one sweetspot hitbox (4u/4u → 4.7u), with the further away sweetspot being removed. This noticeably reduces the sweetspot's range.}}
*[[Up tilt]]:
*[[Up tilt]]:
**{{buff|Up tilt has less ending lag (FAF 40 → 37).}}
**{{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).}}
**{{nerf|Up tilt's first hit has a shorter duration (frames 4-6 → 4).}}
**{{change|Up tilt's sweetspot has altered knockback (40 (base), 105 (scaling) → 50/100).}}
**{{nerf|The first hit deals less damage (3% → 1.5%).}}
**{{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).}}
**{{nerf|The first hit's hitboxes are positioned closer to Lucas (z offset: 7.5/-7.5 6.5/-6.5), reducing their range.}}
**{{buff|The second hit's clean hit has a longer duration (frames 7-9 → 7-10).}}
**{{buff|The second hit's clean hit has larger hitboxes (5u/4.5u → 5.5u/5u).}}
**{{buff|The second hit's clean hit launches opponents at a slightly more favorable angle (95° → 93°).}}
**{{change|The second hit's clean hit has more base knockback but less knockback scaling (40 (base), 105 (scaling) → 50/100).}}
**{{nerf|The second hit's head hitbox has been removed, giving the move less range below Lucas.}}
***{{nerf|In addition to this, the late hit's leg hitbox has also been removed, greatly hindering its range below Lucas.}}
**{{change|The second hit's clean hit's spark hitbox has increased hitlag (0.5x 1x).}}
**{{buff|The second hit's late hit deals more damage (4% → 5%) and has increased base knockback (10 → 50).}}
**{{change|The second hit's late hit now consistently launches opponents towards Lucas (90°/93° → 100°).}}
**{{nerf|The second hit's late hit has a shorter duration (frames 10-17 → 11-14).}}
*[[Down tilt]]:
*[[Down tilt]]:
**{{buff|Down tilt's near and mid hitboxes deal more knockback (6 (base), 22 (scaling) → (18/10)/(50/45)) and have altered angles (0° → 76°/40°). This makes the move much safer on hit and it grants it followup potential.}}
**{{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|However, this also removes their ability to [[lock]], making Lucas' down tilt lock setups more precise, as he now has to lock with the far hitbox. This is further exacerbated by down tilt's reduced damage and the new three hit lock limit.}}
**{{nerf|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.}}
**{{buff|The near hit now always launches opponents in the direction Lucas is facing, allowing it to lead more reliably into followups.}}
**{{change|The far hit deals more knockback (6 (base), 22 (scaling) → 8/40).}}
***{{buff|This makes it safer on hit at higher percents.}}
***{{nerf|However, this also hinders its ability to potentially chain into itself.}}
**{{change|Down tilt now has weight independent knockback.}}
**{{nerf|Down tilt has more ending lag (FAF 14 → 16).}}
**{{nerf|Down tilt deals much less damage (6% → 3%).}}
**{{nerf|Down tilt has increased hitlag (0.4x → 0.7x).}}
***{{nerf|Altogether, these changes combined with the changes to shields (mainly the homogenisation of shield hitlag based on attack hitlag) noticeably hinder the move's safety on shield, with the move no longer being completely safe on shield.}}
**{{nerf|Down tilt has smaller hitboxes (3.5u/3.5u/3.5u → 2.8u/2.8u/2.8u), with the far hitbox also being positioned closer to Lucas (x offset: 8 → 7.2), reducing its range.}}
**{{nerf|The far hit no longer has a extra [[trip]] chance (40% → 0%). This prevents the far hit from tripping opponents right up until beyond [[Sudden Death]] percents, greatly hindering its followup potential.}}
*[[Dash attack]]:
*[[Dash attack]]:
**{{buff|Dash attack has less startup lag (frame 17 → 15), with its total duration subsequently reduced (FAF 42 → 40).}}
**{{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.}}
**{{buff|The sweetspot deals more damage (12% → 13%).}}
**{{change|Its sweetspot's angle has been altered (75° → 46°).}}
**{{buff|The sourspot has much more knockback scaling (40 → 76).}}
**{{nerf|Sourspotted dash attack deals 1% less damage (10% 9%).}}
**{{change|Dash attack now always launches opponents in the direction Lucas is facing.}}
**{{buff|Dash attack has decreased start-up (frame 17 15) and ending lag (FAF 42 39).}}
**{{change|Dash attack's hitboxes have swapped positions, with the sweetspot now being further away from Lucas than the sourspot, rather than the sweetspot being closer to him than the sourspot.}}
*{{buff|The 19% damage increase to [[shield]]s and the increase to [[shieldstun]] significantly improve clean smash attacks' shield pressuring potentials.}}
***{{buff|The sourspot is positioned closer to Lucas compared to the previous sweetspot (z offset: 6 → 1.2), giving the move more range inside of Lucas.}}
***{{nerf|However, the sweetspot is positioned closer to Lucas compared to the previous sourspot (z offset: 15 → 12), giving the move less range overall.}}
**{{change|The sweetspot launches opponents at a lower angle (75° → 46°).}}
***{{buff|This improves its KO potential near the horizontal blastzone.}}
***{{nerf|However, this also hinders its overall KO potential, even from the centre of tournament legal stages.}}
**{{change|The sourspot is positioned slightly higher (y offset: 5 → 5.5).}}
**{{nerf|Dash attack has a shorter duration (frames 17-21 15-16), reducing its range.}}
**{{nerf|Dash attack has smaller hitboxes, especially the sourspot (6u/5u → 5.8u/2.5u), although the sourspot now uses an extended hitbox, which mostly compensates for its horizontal range.}}
**{{nerf|The sweetspot has decreased knockback scaling (76 70), slightly hindering its KO potential despite its higher damage.}}
**{{nerf|The sweetspot has increased hitlag (1x 1.2x).}}
**{{nerf|The sourspot deals less damage (10% → 9%).}}
**{{nerf|The sourspot now takes priority over the sweetspot (ID# 1 → 0), making the move harder to sweetspot with.}}
*[[Forward smash]]:
*[[Forward smash]]:
**{{buff|Forward smash's reflector has less startup lag with a longer duration (frames 12-18 10-19).}}
**{{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 bat crack sound effect when it connects rather than a kicking sound.}}
**{{change|Forward smash produces a different sound effect when striking opponents rather than a kicking sound.}}
**{{nerf|The near hit deals less damage (15% → 14%) and has decreased base knockback (60/55 → 50), hindering its KO potential and turning it into a sourspot, with the hitbox at the tip having the lowest priority as well.}}
**{{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, and makes the hitbox narrower.}}
*[[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.}}
**{{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.}}
**{{nerf|The second hit deals less knockback (50/45/40/35/30 (base), 85 (scaling) → (48/42/37/32/27)/77), hindering its KO potential.}}
**{{nerf|The second hit has smaller hitboxes (14u/13u/12u/10u/10u → 12u/11u/10u/8u/6.5u).}}
***{{nerf|When combined with the higher placement of the second hit's clean/early mid/mid hits, this means that the first hit can no longer reliably lead into the second hit against edge-hanging opponents.}}
*[[Down smash]]:
*[[Down smash]]:
**{{buff|Down smash has less ending lag (FAF 64 → 60).}}
**{{buff|Down smash's first hit has increased base knockback (40 → 43), improving its KO potential.}}
**{{buff|The first hit has increased base knockback (40 → 43), slightly improving its KO potential.}}
**{{nerf|Down smash has smaller hitboxes (10u/12u/14u → 8u/9.8u/12u) 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), reducing its range, both in front of and behind Lucas.}}
**{{nerf|Down smash now has one hitbox which simply despawns and respawns with altered properties rather than having three separate hits. This means that the move can now only connect once, greatly reducing its maximum damage output (42% → 17%).}}
***{{nerf|This also makes the move easier for shielding opponents to intercept, as they can now run through the later hits if they shield the first hit.}}
**{{nerf|Down smash no longer has an extra trip chance (40% → 0%), making the later hits trip opponents much less reliably.}}


===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]]:
**{{buff|Neutral aerial has less landing lag (18 frames 13).}}
**{{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 ().}}
**{{buff|Neutral aerial now always launches opponents in the direction Lucas is facing, making it more consistent. This noticeably benefits the move, as it is a multi hitting aerial.}}
**{{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|The loop hits now use an [[autolink angle]] (105° → 367°), allowing them to connect more reliably.}}
**{{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).}}
**{{buff|The loop hits now consist of one hitbox with a rehit rate, rather than multiple separate hitboxes. This makes the loop hits consistently active (frame 5/8/11/14/17/20/23 → 7-23).}}
**{{buff|The final hit deals more damage (3% 4%).}}
**{{change|Neutral aerial now uses static hitboxes, and their position was not fully compensated (y offset: 0 5). This gives neutral aerial more range below and in front of Lucas, but less range above and behind him.}}
**{{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.}}
**{{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 [[auto-cancel]]s later (frame 28 → 37), no longer doing so in a short hop, let 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 now only has four loop hits instead of seven, considerably reducing its maximum damage (17% → 12%).}}
**{{nerf|The loop hits are smaller (6u → 5.3u).}}
**{{nerf|The loop hits have an increased hitlag (0.5x → 1x) and [[Smash directional influence|SDI]] multiplier (1× → 2×).}}
***{{buff|However despite this, neutral aerial is still more difficult to escape due to the loop hits now having an autolink angle.}}
**{{nerf|The final hit deals much more hitlag (0.5x 1.5x). This makes neutral aerial much easier to DI and while this would make it noticeably benefit from the introduction of [[frame canceling]], neutral aerial cannot be frame cancelled, making the higher hitlag detrimental overall.}}
*[[Forward aerial]]:
*[[Forward aerial]]:
**{{buff|Forward aerial has less landing lag (15 frames → 12).}}
**{{nerf|Forward aerial's clean hit  deals less damage (12% (sweetspot)/10% (sourspot)/8% (late) → 11.5% (sweetspot)/9% (sourspot)) and the move has a shorter duration (frames 9-15 → 9-12). It also has a smaller hitbox (5.5u 5u).}}
**{{buff|Forward aerial has a slightly altered animation with altered hitbox placements, giving it more range.}}
**{{buff|Forward aerial has decreased landing lag (15 frames → 12) and the sweetspot deals more knockback (10 (base), 100 (scaling) → 30/97).}}
**{{buff|The sweetspot has a longer duration (frames 9-10 → 9-12).}}
**{{buff|The sweetspot deals more knockback (10 (base), 100 (scaling) → 30/97).}}
**{{change|Forward aerial has increased hitlag (0.5x (sweetspot)/0.5x/1x (sourspot) → 1.2x/0.8x). This makes it benefit from the introduction of frame canceling, but this also makes it easier to DI.}}
**{{change|Forward aerial now always launches opponents in the direction Lucas is facing.}}
**{{nerf|Forward aerial no longer has a late hit, shortening its duration (frames 9-10 (clean)/11-15 (late) 9-10 (sourspot)/9-12 (sweetspot).}}
**{{nerf|Forward aerial auto-cancels later (frame 32 38), no longer doing so in a short hop.}}
**{{nerf|Forward aerial has a shorter initial auto-cancel window (frames 1-4 1).}}
**{{nerf|Forward aerial deals less damage (12%/10% → 11.5%/9%). The sourspot's knockback was not compensated, hindering its KO potential.}}
**{{nerf|Forward aerial has smaller hitboxes (5.5u/4.5u/3.5u → 5u/3.3u), with the move covering less of Lucas' body.}}
**{{nerf|The sweetspot launches opponents at a higher angle (361° 46°), making it more susceptible to DI and hindering its overall KO potential, despite its increased knockback.}}
**{{nerf|The sourspot now takes priority over the sweetspot (ID# 1/2 → 0), making the move harder to sweetspot with.}}
*[[Back aerial]]:
*[[Back aerial]]:
**{{buff|Back aerial's grounded sweetspot deals more damage (10% → 12%) improving its KO potential.}}
**{{buff|Back aerial's non-meteor sweetspot deals 2% more damage (10% → 12%) improving its KO potential.}}
**{{buff|The sweetspot is larger (4u → 4.5u).}}
**{{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.}}
**{{change|Back aerial now always launches opponents in the opposite direction Lucas is facing.}}
*[[Up aerial]]:
*[[Up aerial]]:
**{{buff|Up aerial launches opponents at a higher angle (62° 80°), improving its juggling and KO potential and making it much less susceptible to DI.}}
**{{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.}}
**{{change|Up aerial has increased hitlag (1.).}}
**{{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 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 has increased [[Freeze frame|hitlag]] (1.). This makes it safer on shield, but easier to DI.}}
***{{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 and creating a glaring blindspot directly in front of Lucas.}}
**{{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 has a longer animation (45 frames → 54).}}
**{{nerf|Up aerial has a smaller hitbox (7u 5.2u).}}
*[[Down aerial]]:
*[[Down aerial]]:
**{{buff|Down aerial has less landing lag (28 frames → 24).}}
**{{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|The lower loop hit has decreased base knockback (50 → 43), allowing it to connect more reliably into the rest of the attack.}}
**{{buff|Down aerial has decreased landing lag (28 frames 24).}}
**{{buff|The changes to locks significantly improve down aerial's utility, as the final hit's lower hitbox can now lock opponents, greatly improving its followup potential in certain situations.}}
**{{nerf|Down aerial has much more startup lag (frame 4/11/19/27 → 10/18/26/34), with a longer total duration (FAF 55 → 57).}}
***{{buff|However, its total duration was not fully compensated, giving it less ending lag.}}
**{{nerf|Down aerial has a longer animation (54 frames → 60).}}
**{{nerf|Down aerial auto-cancels later (frame 35 → 47), even considering its increased startup lag. This hinders down aerial's safety and followup potential.}}
**{{nerf|Down aerial no longer has an initial auto-cancel window (frames 1-3 → 0).}}
**{{nerf|Down aerial has smaller hitboxes (7u/5u → 5u/3.5u (hits 1-3), 8u/6.5u → 6.9u/5u).}}
**{{nerf|The loop hits less damage (5% → 3.5%), noticeably reducing its maximum damage potential (20% → 15.5%).}}
***{{buff|However, the lower damage subsequently reduces the lower hitbox's knockback, making it connect more reliably into the rest of the attack.}}
**{{nerf|The loop hits have increased hitlag (0.5x 1x). As down aerial cannot be frame cancelled, this hinders the move overall.}}
*[[Grab aerial]]:
*[[Grab aerial]]:
**{{buff|Grab aerial has received a hitbox that deals damage (4% (clean)/2.8% (late)), launches opponents horizontally (45°) and deals knockback (60 (base), 30 (scaling)), granting it spacing and combo potential.}}
**{{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]].}}
**{{buff|Grab aerial 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, instead having 8 frames of landing lag, making it more punishable.}}


===Throws/other attacks===
===Throws/other attacks===
*{{buff|All grabs have less startup lag with longer durations (frame 13 (standing)/16 (dash)/15 (pivot) → 12-19 (standing/pivot)/14-21(dash)).}}
*{{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 much less ending lag (FAF 70 → 45 (standing), FAF 80 → 55 (dash)).}}
*{{buff|Standing and dash grabs have significantly decreased ending lag (FAF 70 → 45 (standing), FAF 80 → 55 (dash)).}}
*{{nerf|Pivot grab has more ending lag (FAF 50 → 56).}}
*{{nerf|Pivot grab has increased ending lag (FAF 50 → 61).}}
*[[Pummel]]:
*[[Pummel]]:
**{{buff|Pummel has less ending lag (FAF 13 → 10).}}
**{{nerf|Pummel deals 1.8% less damage (3% → 1.2%).}}
**{{change|Pummel has increased range (y/z offsets: 6/6 → 8/8).}}
**{{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.}}
**{{nerf|Pummel deals less damage (3% → 1.2%), hindering its damage racking potential despite its decreased ending lag.}}
**{{nerf|Pummel has decreased set knockback (40 30).}}
*[[Up throw]]:
*[[Up throw]]:
**{{buff|Up throw deals more knockback (80 (base), 65 (scaling) → 78/69), slightly improving its KO potential.}}
**{{buff|Up throw has increased knockback (80 (base), 65 (scaling) → 78/69), slightly improving its KO potential.}}
*[[Down throw]]:
*[[Down throw]]:
**{{change|Lucas now aesthetically buries opponents headfirst upon performing his down throw.}}
**{{nerf|Down throw deals 0.5% less damage (7% → 6.5%).}}  
**{{change|Down throw deals much less knockback (75 (base), 100 (scaling) → 78/51).}}
**{{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.}}
***{{buff|This combined with the changes to [[hitstun canceling]]/DI greatly improves its combo potential. It can lead into devastating aerial/footstool combos at lower percents and at higher percents, it can lead into an up aerial for a KO.}}
**{{change|Down throw's animation has changed. Lucas now aesthetically buries opponents headfirst upon throwing them.}}
***{{nerf|However, this also significantly hinders its KO potential, no longer being Lucas' strongest throw.}}
*[[Floor attack]]:
**{{nerf|Down throw deals less damage (7% → 6.5%).}}
**{{buff|Front and back floor attacks deal 1% more damage (6% → 7%).}}
*[[Floor attack]]s:
**{{buff|Floor attacks have less startup lag (frame 19 (front)/20 (back) → 17).}}
***{{buff|The second hits also have less startup lag (frame 25 (front)/24 (back) → 21 (both)).}}
**{{buff|Floor attacks have less ending lag (FAF 50 → 46).}}
**{{buff|Floor attacks deal more damage (6% → 7%) and shield damage (1 → 8) per hit, without full compensation on their knockback scaling (50 → 48).}}
**{{nerf|Floor attacks launch opponents at a higher angle (361° → 48°).}}
**{{nerf|Floor attacks have less intangibility (frames 1-26 (front)/1-25 (back) → 1-23).}}
**{{nerf|Floor attacks now use one extended static hitbox rather than multiple normal hitboxes attached to Lucas' body, which covers less range.}}
*Front floor attack:
**{{change|Front floor attack now starts in front of Lucas, rather than from behind.}}
*[[Edge attack]]:
*[[Edge attack]]:
**{{buff|Edge attack has less startup lag (frame 24 → 20) with its total duration subsequently reduced (FAF 56 → 52).}}
**{{change|Edge attack now deals consistent damage (6%/8% → 7%).}}
**{{buff|As with other edge attacks, edge attack no longer has set knockback (110 (set), 100 (scaling) → 90 (base)/20).}}
**{{change|Edge attack now deals consistent damage (8%/6% → 7%).}}
**{{nerf|Edge attack now uses one extended hitbox rather than multiple normal hitboxes, which gives the move less range.}}
**{{nerf|Edge attack has less intangibility (frames 1-26 → 1-17), with Lucas no longer being intangible while the hitboxes are active.}}
**{{nerf|As with other edge attacks, edge attack now always launches opponents in the direction Lucas is facing, removing its ability to set up edgeguards.}}
*[[Trip attack]]:
**{{buff|Trip attack has less ending lag (FAF 60 → 50), now matching other trip attacks.}}
**{{buff|Trip attack deals more shield damage (1 → 8) per hit.}}
**{{change|Trip attack now has transcendent priority.}}
**{{nerf|Trip attack has less intangibility (frames 1-8 → 1-7).}}
**{{nerf|The front hit has more startup lag (frame 28 → 29).}}
**{{nerf|Trip attack now uses one extended hitbox rather than multiple normal hitboxes, which noticeably decreases the move's disjoint.}}


===Special moves===
===Special moves===
*[[PK Freeze]]:
*[[PK Freeze]]:
**{{buff|PK Freeze has less startup (frame 7 5) and ending lag (FAF 40 → 32) when released.}}
**{{buff|Fully charged [[PK Freeze]] deals 3% more damage (19% 22%) and travels farther.}}
**{{buff|PK Freeze can be released sooner (frame 45 → 35), reducing its startup lag when uncharged (frame 51 → 40).}}
**{{buff|The 19% damage increase to shields and the increase to shieldstun significantly improve fully charged PK Freeze's shield pressuring potential.}}
***{{nerf|However, this does reduce uncharged PK Freeze's damage (10% → 9%).}}
**{{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.}}
**{{buff|PK Freeze is larger when it is created (0.3 → 0.45) and its size increases at a faster rate (1.45 → 1.6).}}
**{{buff|PK Freeze has increased base damage (4% → 5%) which charges at a faster rate (0.23 → 0.255), resulting in the fully charged version dealing more damage (19% → 22%).}}
**{{buff|Lucas' gravity is lower when using PK Freeze (0.02 → 0.012), making it safer to use in the air.}}
**{{change|PK Freeze launches opponents at a higher angle (70° → 80°) and it has more base knockback, but less knockback scaling (50 (base), 40 (scaling) → 80/21).}}
**{{nerf|PK Freeze has a shorter duration (2 frames → 1).}}
**{{nerf|PK Freeze gains less height (1.4 → 1.2). This notably prevents Lucas from being able to fully charge the move when using it on the ground.}}
*[[PK Fire]]:
*[[PK Fire]]:
**{{buff|PK Fire has less ending lag (FAF 54 → 53).}}
**{{buff|[[PK Fire]] deals 1% more damage (8% → 9%).}}
**{{buff|The sweetspot pillar deals more damage (5% → 6%), increasing PK Fire's overall damage (8% → 9%).}}
**{{change|The pillar's hitboxes have adjusted positions (y/z offsets: (3/9)/(0/7) → (2/8)/(2/9)).}}
**{{nerf|Using PK Fire straight after a double jump no longer gives Lucas a huge vertical boost. This removes [[Zap Jump]]ing, significantly hinder PK Fire's vertical approach and recovery potential.}}
*[[PK Thunder]]:
*[[PK Thunder]]:
**{{buff|PK Thunder's head has an increased hitlag multiplier (0.5x → 1x), allowing it to lead into the tail much more reliably.}}
**{{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.}}
**{{buff|The tail has a much faster rehit rate (48 → 6), allowing it to connect multiple times more reliably.}}
**{{change|PK Thunder's visual effects have changed. It is now violet, instead of blue.}}
**{{buff|The tail has a marginally larger hitbox (2.46u → 2.5u).}}
**{{change|PK Thunder's visual effects have changed. It is now violet, instead of blue, in addition to being visually larger.}}
**{{nerf|PK Thunder has more ending lag (FAF 60 → 70).}}
**{{nerf|PK Thunder has a higher SDI multiplier (1.5x → 2x).}}
**{{nerf|The head deals much less damage (10% → 2.5%), making it much weaker.}}
***{{buff|However, this allows it to lead into the tail more reliably.}}
**{{nerf|The head has a smaller hitbox (5.5u → 3.8u).}}
**{{nerf|The tail deals less damage (1% → 0.75%).}}
**{{nerf|PK Thunder can no longer be used with [[edge momentum shifting]], hindering its utility.}}
*[[PK Thunder 2]]:
*[[PK Thunder 2]]:
**{{buff|PK Thunder 2 has less ending lag on the ground (FAF 75 → 66).}}
**{{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).}}
**{{buff|PK Thunder 2 no longer decelerates in the air (0.071 → 0). This makes it cover more distance, as Lucas retains his momentum for much longer, despite its lower initial speed (4 → 2.5), improving its recovery potential.}}
**{{nerf|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|However, PK Thunder 2 now decelerates after hitting an opponent (0 → 0.071) slightly reducing its distance after hitting an opponent.}}
**{{buff|PK Thunder 2 can now be reused immediately after Lucas bounces off of a wall, significantly improving its safety and recovery potential.}}
**{{buff|The loop hits now consistently use the autolink angle (365°/361° → 365°), making them connect more reliably.}}
**{{buff|The loop hits now always launch opponents in the direction Lucas is facing, making them more consistent.}}
**{{change|The loop hits now deal consistent knockback (30/0 (base), 0/20 (set), 50/100 (scaling) → 30/50).}}
**{{change|The final hit now always launches opponents in the direction Lucas is facing.}}
**{{nerf|PK Thunder 2 has less intangibility (frames 1-17 1-9).}}
**{{nerf|When Lucas lands with PK Thunder 2 before entering free fall, he will now go into his full PK Thunder 1 ending animation, rather than a short version of his charging animation. This significantly increases PK Thunder 2's ending lag in this situation, and prevents Lucas from being able to auto-cancel the move with strong spacing.}}
**{{nerf|When Lucas performs PK Thunder 2 into the ground, he will now go into an untechable rebound, rather than continuing to use the move, hindering its approach potential when used from above.}}
***{{buff|However, this also prevents Lucas from potentially self destructing if he uses a downwards PK Thunder 2 close to an edge.}}
**{{nerf|The first hit has smaller hitboxes (10u/10u → 9u/9u).}}
**{{nerf|The loop hits deal less damage (3% (hits 2-6)/2% (hits 7-11) → 2%/1.5%), reducing PK Thunder 2's maximum damage potential (43% → 35.5%).}}
**{{nerf|The loop hits are smaller (7.2u/7.2u → 4.3u/6u (hits 2-6)/4u/5.7u (hits 7-11).}}
**{{nerf|The loop hits deal more hitlag (0.3x → 0.5x).}}
**{{nerf|The loop hits have a drastically higher SDI multiplier (0.2x (hits 2-6)/0.1x (hits 7-11) → 2.5x), making them much easier to SDI despite the weakening of the mechanic.}}
**{{nerf|The final hit launches opponents at a higher angle (361° → 50°), hindering its KO potential, and making it more susceptible to DI, despite its increased knockback scaling (70 → 74).}}
*[[PSI Magnet]]:
*[[PSI Magnet]]:
**{{change|PSI Magnet is visually larger.}}
**{{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.}}
**{{nerf|PSI Magnet deals less damage when released (9% → 8%).}}
**{{nerf|PSI Magnet has a smaller hitbox when released (4u → 3.5u). When combined with the orb being visually larger, this results in PSI magnet now having a deceptively small hitbox.}}
**{{nerf|PSI Magnet grants much less forwards momentum in the air (3 → 1). This essentially removes Lucas' [[Magnet Pull]], greatly hindering PSI Magnet's utility (and PK Fire's utility by extension).}}
**{{nerf|PSI Magnet now swirls absorbed projectiles for a moment, creating a slight delay before Lucas can actually be healed.}}
**{{nerf|PSI Magnet's absorption bubble is smaller (16u → 12.8u). This gives it less range to absorb projectiles, despite its orb being larger and the absorption bubble being moved further forwards (z offset: 10 → 11.8).}}
***{{nerf|These changes also mean that the move can no longer reliably absorb projectiles behind Lucas, hindering its safety.}}
**{{nerf|PSI Magnet now only heals half the amount of damage from absorbed teammates' projectiles, significantly hindering its effectiveness in doubles. This is exacerbated even further by PSI Magnet's reduced range.}}
*[[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==
''For a gallery of Lucas's hitboxes, see [[/Hitboxes|here]].''
{{MovesetTable
{{MovesetTable
|game=SSB4
|game=SSB4
|nocustoms=y
|nocustoms=y
|neutralcount=3
|neutralcount=3
|neutralname=Short Kick ({{ja|ショートキック|Shōto Kikku}}) / Reverse Kick ({{ja|リバースキック|Ribāsu Kikku}}) / Turning Kick ({{ja|ターニングキック|Tāningu Kikku}})
|neutralname=&nbsp;
|neutral1name=&nbsp;
|neutral2name=&nbsp;
|neutral3name=&nbsp;
|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=PK Slash ({{ja|PKスラッシュ|Pīkei Surasshu}})
|ftiltname=&nbsp;
|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=PK Reverse Kick ({{ja|PKリバーサルキック|Pīkei Ribāsu Kikku}})
|utiltname=&nbsp;
|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=Spinning Leap Kick ({{ja|スピニングリープキック|Supiningu Rīpu Kikku}})
|dtiltname=&nbsp;
|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=PK Palm Push ({{ja|PKパームプッシュ|Pīkei Pāmu Pusshu}})
|dashname=&nbsp;
|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=Stick ({{ja|ぼうっきれ|Bōkkire}})
|fsmashname=&nbsp;
|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=PK Smash Geyser ({{ja|PKスマッシュゲイザー|Pīkei Sumasshu Geizā}})
|usmashname=&nbsp;
|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=PK Blow ({{ja|PKブロウ|Pīkei Burō}})
|dsmashname=&nbsp;
|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=PK Flying Attack ({{ja|PKフライングアタック|Pīkei Furaingu Atakku}})
|nairname=&nbsp;
|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=PK Air Front Kick ({{ja|PKエアフロントキック|Pīkei Ea Furonto Kikku}})
|fairname=&nbsp;
|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=PK Meteor Kick ({{ja|PKメテオキック|Pīkei Meteo Kikku}})
|bairname=&nbsp;
|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=Jumping Headbutt ({{ja|ジャンピングヘッドバット|Janpingu Heddobatto}})
|uairname=&nbsp;
|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=PK Foot Stomp ({{ja|PKフットスタンプ|Pīkei Futtu Sutanpu}})
|dairname=&nbsp;
|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=Midair [[Rope Snake]] ({{ja|空中ヒモヘビ|Kūchū Himohebi}})
|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 ({{ja|ヒモヘビ|Himohebi}})
|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=Grab Headbutt ({{ja|つかみヘッドバット|Tsukami Heddobatto}})
|pummelname=&nbsp;
|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=PK Throw ({{ja|PKスルー|Pīkei Surū}})
|fthrowname=&nbsp;
|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=Reverse PK Throw ({{ja|リバースPKスルー|Ribāsu Pīkei Surū}})
|bthrowname=&nbsp;
|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=PK Lifting ({{ja|PKリフティング|Pīkei Rifutingu}})
|uthrowname=&nbsp;
|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=PK Pile Driver ({{ja|PKパイルドライバー|Pīkei Pairu Doraibā}})
|dthrowname=&nbsp;
|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 274:
|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.}}
===Stats===
{{Attributes
|cast = 58
|weight = 94
|rweight = 33-36
|dash = 1.3
|rdash = 49-55
|run = 1.5
|rrun = 39-41
|walk = 0.82
|rwalk = 55
|trac = 0.045
|rtrac = 44-52
|airfric = 0.014
|rairfric = 20
|air = 1.1
|rair = 14-19
|baseaccel = 0.01
|rbaseaccel = 10-54
|addaccel = 0.085
|raddaccel = 8-10
|gravity = 0.09
|rgravity = 26-29
|fall = 1.37
|rfall = 43
|ff = 2.192
|rff = 43
|jumpsquat = 5
|rjumpsquat = 14-41
|jumpheight = 29.41
|rjumpheight = 49
|shorthop = 16.652296
|rshorthop = 52-53
|djump = 34.48
|rdjump = 24
|ellag = 5
|rellag = 47-56
}}
===[[Announcer]] call===
{{audio|Needs announcer calls from other languages.}}
<gallery>
Lucas English Announcer SSB4-SSBU.wav|English/Japanese/Chinese
</gallery>''


===[[On-screen appearance]]===
===[[On-screen appearance]]===
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===[[Crowd cheer]]===
===[[Crowd cheer]]===
{| class="wikitable" border="1" cellpadding="4" cellspacing="1"
{{Crowd
|-
|game=SSB4
!{{{name|}}}
|char=Lucas
!Cheer (English)
|desc-us=Lu-cas!
!Cheer (Japanese)
|desc-jp=Ryuuu-ka!
!Cheer (Spanish)
|pitch-us=Female
|-
|pitch-jp=Female}}
! scope="row"|Cheer
|[[File:Lucas Cheer English SSB4 SSBU.ogg|center]]||[[File:Lucas Cheer Japanese SSB4 SSBU.ogg|center]]||[[File:Lucas Cheer Spanish SSB4.ogg|center]]
|-
! scope="row"|Description
|Lu - cas! || Ryuuuu - ka! || Luuuuu - cas!
|-
!{{{name|}}}
!Cheer (French)
!Cheer (German)
!Cheer (Italian)
|-
! scope="row"|Cheer
|[[File:Lucas Cheer French SSB4.ogg|center]]||[[File:Lucas Cheer German SSB4 SSBU.ogg|center]]||[[File:Lucas Cheer Italian SSB4 SSBU.ogg|center]]
|-
! scope="row"|Description
|Lu - cas ! || Luuuuu - cas! || Lu - cas! *claps 3 times*
|}


===[[Victory pose]]s===
===[[Victory pose]]s===
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|char=Lucas}}
|char=Lucas}}


==In [[competitive play]]==
==In [[Competitive play|competitive play]]==
===Most historically significant players===
===Notable 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 -->
<!--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.


''See also: [[:Category:Lucas players (SSB4)]]''
==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.


*{{Sm|Agehasama|Japan}} - One of the best Lucas players in Japan, making regular appearances at {{Trn|Sumabato}} events, most notably placing 13th at {{Trn|Sumabato 19}}, 17th at {{Trn|Sumabato 20}}, and 25th at several others including {{Trn|Sumabato 15}} and {{Trn|Sumabato 18}}. In addition, he had notably placed 25th at {{Trn|Umebura 32}}.
:'''Lucas''' (non-fighter)
*{{Sm|Hakadama|Japan}} - One of the best Lucas players in Japan, although mostly active in [[Hokkaidō]], including regularly placing top 8 at {{Trn|HST}} events, including winning the series' first event. Outside Hokkaidō, Hakadama is best known for his performance at {{Trn|Sumabato 26}}, where he not only outplaced Taiheita at his final notable event, but he also placed 4th defeating {{Sm|komorikiri}} along the way.
::{{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.''
*{{Sm|Mekos|USA}} - The second-best Lucas player of all-time and the best Lucas player in the world after Taiheita's hiatus. He is best known for his win over {{Sm|Nairo}} at {{Trn|2GGC: Greninja Saga}}, placing 25th overall. He has also placed 13th at {{Trn|MomoCon 2017}}, 17th at {{Trn|2GG: Hyrule Saga}}, and 25th at {{Trn|DreamHack Atlanta 2017}}, the best Lucas major performances in North America.
*{{Sm|NovaPixl|USA}} - The second-best Lucas player in North America, with a variety of noteworthy performances at superregionals including 9th at {{Trn|WTFox 2}} and 13th at {{Trn|MomoCon 2016}}, as well as defeating {{Sm|DarkShad}} at {{Trn|Triforce Friday}}. Although less prevalent at majors compared to Mekos, he still had some notable placements such as 17th at {{Trn|MomoCon 2018}}.
*{{Sm|Taiheita|Japan}} - The greatest Lucas player of all-time and the only Lucas player ever ranked globally, ultimately ranking 58th on the [[PGR 100]]. His performances in 2016, especially after placing 3rd at {{Trn|Sumabato for THE BIG HOUSE}}, 5th at {{Trn|Umebura S.A.T.}}, and 17th at {{Trn|Super Smash Con 2016}}, prove Lucas's potential in the metagame and helped lead to the character's rise in subsequent tier lists. Conversely, Taiheita's hiatus led to a decline in Lucas's representation and reputation in the game's final year.


===Tier placement and history===
::{{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.''
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 also lost many of his strengths from ''Brawl'', such as his advanced techniques. Following the buffs to his attacks, as well as decent tournament representation and results thanks to players such as {{Sm|Taiheita}}, he was ranked 36th in the first ''4BR''' [[tier list]], as a low-tier character.
 
{{Trophy games|console1=GBA|game1=Mother 3}}


Dedicated mains eventually prove that Lucas' buffs did indeed benefit him a lot more than previously perceived, and that he was now a capable character with reliable combo potential and KO power. Taiheita's performances especially marked the best Lucas performances in all mainline ''Smash'' metagames, and, alongside strong performances from other Lucas players such as {{Sm|Mekos}}, led many to agree that Lucas was an effective and viable pick in competitive play despite having a comparably small playerbase. This led to Lucas' rise in subsequent tier lists, going from 33rd from the second to 32nd on the third, becoming a mid-tier character in the second list. Lucas's improving results also began leading some top players, especially {{Sm|ZeRo}} to believe that Lucas was a better character than Ness, especially following Ness's decline in the metagame around the same time. This eventually led Lucas to rise into the bottom of high tier on the fourth and final tier list, ranking 28th/29th and being tied with Ness.
:'''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!


Following the fourth tier list Lucas's metagame suddenly became stagnant following Taiheita's hiatus in early-2018. Although Lucas players continued to perform well at notable events, no Lucas player was ever able to match Taiheita's consistent success. On the other hand, Ness's results saw a resurgence thanks to improving results from Ness's best players, especially in Japan, where without Taiheita, Ness's results greatly outshone Lucas's results. This reversed opinions on Lucas, with many players believing that the "Lucas is better than Ness" argument was outdated, and by the end of competitive ''Smash 4'', most players agreed that Lucas should not be tied with Ness on the tier list and therefore should be ranked lower.
::{{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.''


==In Solo Modes==
{{Trophy games|console1=GBA|game1=Mother 3}}
===[[All-Star Mode]]===
In All-Star Mode, Lucas is fought in Stage 6 in the 3DS version or Stage 2 in the Wii U version if he has been downloaded alongside {{SSB4|Roy}}, {{SSB4|Zero Suit Samus}}, {{SSB4|Ike}}, {{SSB4|Olimar}}, {{SSB4|Lucario}}, {{SSB4|Toon Link}}, {{SSB4|Villager}}, and {{SSB4|Bowser Jr.}}


===[[Congratulations screen]]s===
:'''Lucas (Alt.)'''
<center>
::{{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.
====3DS====
<gallery>
SSB4-3DS Congratulations Classic Lucas.png|Classic Mode
SSB4-3DS Congratulations All-Star Lucas.png|All-Star Mode
</gallery>
====Wii U====
<gallery>
SSB4-Wii U Congratulations Classic Lucas.png|Classic Mode
SSB4-Wii U Congratulations All-Star Lucas.png|All-Star Mode
</gallery>
</center>


==[[Trophies]]==
::{{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 fighter trophy is obtained by clearing Classic Mode as Lucas. His alternate trophy is obtained by clearing All-Star Mode as Lucas in the 3DS version or booting up the game after downloading Lucas in the Wii U version. The PK Starstorm (Lucas) trophy is obtained only in the Wii U version by clearing All-Star Mode as Lucas. Lucas also has a non-fighter trophy as part of the base game that can be purchased in the Trophy Shop for 500G (or 10 Play Coins) in the 3DS version or 1500G in the Wii U version.


{{Trophy/Fighter
{{Trophy games|console1=GBA|game1=Mother 3}}
|name=Lucas
|image-3ds=LucasDLCTrophy3DS.png
|image-wiiu=LucasDLCTrophyWiiU.png
|mode=Classic
|desc-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!
|desc-pal=Lucas, the younger of 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.
|gamelist={{Trophy games|console1=GBA|game1=Mother 3|release1=2006 (JP)}}
}}
{{clrl}}


{{Trophy/Fighter
:'''PK Starstorm (Lucas)'''
|name=Lucas (Alt.)
::{{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.''
|image-3ds=LucasAltTrophy3DS.png
|image-wiiu=LucasAltTrophyWiiU.png
|mode=Alt
|desc-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.
|desc-3ds-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 has the most effect right after Lucas unleashes it.
|desc-wiiu-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.
|gamelist={{Trophy games|console1=GBA|game1=Mother 3|release1=2006 (JP)}}
}}
{{clrl}}


{{Trophy/Fighter
::{{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.''
|name=PK Starstorm (Lucas)
|image=PKStarstormLucasTrophyWiiU.png
|desc-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.
|desc-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.
|game=ssb4-wiiu
}}
{{clrl}}


{{Trophy/Fighter
<center>
|name=Lucas
<gallery>
|image-3ds=LucasTrophy3DS.png
LucasTrophy3DS.png|Non-fighter (3DS)
|image-wiiu=LucasTrophyWiiU.png
LucasTrophyWiiU.png|Non-fighter (Wii U)
|desc-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.
LucasDLCTrophy3DS.png|Classic (3DS)
|desc-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.
LucasAltTrophy3DS.png|Alt. (3DS)
|gamelist-ntsc={{Trophy games|console1=GBA|game1=Mother 3|release1=Japan}}
LucasDLCTrophyWiiU.png|Classic (Wii U)
|gamelist-pal={{Trophy games|console1=GBA|game1=Mother 3|release1=2006 (JP)}}
LucasAltTrophyWiiU.png|Alt. (Wii U)
}}
PKStarstormLucasTrophyWiiU.png|[[PK Starstorm]]
{{clrl}}
</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|[[File:Lucas Palette (SSB4).png]]
|colspan=8|[[Image:Lucas Palette (SSB4).png]]
|-
|-
|{{Head|Lucas|g=SSB4|s=50px}}
|{{Head|Lucas|g=SSB4|s=50px}}
Line 643: Line 405:
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 unlock notice SSB4-Wii U.png|Lucas' unlock notice in {{forwiiu}} after downloading him from the [[Nintendo eShop]].
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}}.
Line 656: Line 417:
</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 [[Wii U]] [[Virtual Console]].
**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''.
Line 667: Line 428:
**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.
*Prior to ''[[Ultimate]]'', Lucas and {{SSB4|Wario}} were the only characters to debut as a [[starter character]], but have a different availability in a future title, as Wario has to be unlocked and Lucas has to be purchased as 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}}.
Line 680: Line 441:
**Additionally he has [https://www.youtube.com/watch?v=qH1ggUXJaAs unused behavior] for his PK Thunder that functions just like Ness' PK Thunder.
**Additionally he has [https://www.youtube.com/watch?v=qH1ggUXJaAs unused behavior] for his PK Thunder that functions just like Ness' PK Thunder.
*According to an interview with Sakurai, Lucas' alternate costumes were all chosen by [https://sourcegaming.info/2016/02/23/nintendo-dream-interview-with-sakurai-part-2/ one of the game's designers.]
*According to an interview with Sakurai, Lucas' alternate costumes were all chosen by [https://sourcegaming.info/2016/02/23/nintendo-dream-interview-with-sakurai-part-2/ one of the game's designers.]
*Lucas is the first and only DLC character who was released alongside others that were revealed later.
==References==
{{reflist}}


{{SSB4Characters}}
{{SSB4Characters}}

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