Editing Lucas (SSB4)
The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then publish the changes below to finish undoing the edit.
Latest revision | Your text | ||
Line 11: | Line 11: | ||
|ranking = 28-29 | |ranking = 28-29 | ||
}} | }} | ||
:{{cquote| | :{{cquote|Lucas Comes Out of Nowhere!|cite=Introduction Tagline}} | ||
'''Lucas''' ({{ja|リュカ|Ryuka}}, ''Lucas'') is a playable character in ''[[Super Smash Bros. 4]]''. Initially absent as a playable character, Lucas' | '''Lucas''' ({{ja|リュカ|Ryuka}}, ''Lucas'') is a playable character in ''[[Super Smash Bros. 4]]''. Initially absent as a playable character, Lucas' reappearance 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> {{s|wikipedia|Lani Minella}} reprises her role as Lucas' voice actor; however, she does so via recycled voice-clips from ''Brawl'', some of which have been slightly sped up. | ||
Lucas is ranked 28th/29th out of 54 on the [[tier list]], tied with {{SSB4|Ness}} at the bottom of the C tier. This is a significant improvement over Lucas' | Lucas is ranked 28th/29th out of 54 on the [[tier list]], tied with {{SSB4|Ness}} at the bottom of the C tier. This is a significant improvement over Lucas' low-tiered placement in ''Brawl'', where he was ranked 30th out of 38, and is his best placement in the series. Like Ness, Lucas is no longer plagued by 10 additional frames of lag upon getting [[grab release]]d and early [[hitstun canceling]], which were major detriments to his endurance and combo game, respectively. Aside from those gameplay-based changes, Lucas retains his quick attacking speed, [[disjointed hitbox]]es, useful [[projectile]]s, disproportional KO potential and damage output despite his weight and size, and impressive combo game. | ||
However, Lucas | However, Lucas' overall damage output, knockback, and range all received various reductions. When coupled with the loss of several of his more advanced techniques from ''Brawl'', it is questionable whether his buffs or nerfs are more prevalent. Lucas also retains his sub-par grounded mobility and mediocre frame-data, giving him a lackluster [[neutral game]], poor approaching 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, while his grab game is limited exclusively to KOing, with only down throw being useful for combos. Finally, Lucas' lack of landing options and short [[range]] allows characters with disjointed ranges, especially swordies (such as {{SSB4|Marth}} and {{SSB4|Cloud}}), to give him a hard time landing and easily outrange Lucas. | ||
Initially, Lucas was poorly regarded when he was first released, but the buffs he received from game updates have allowed him to achieve decent results. This has been most evident with the efforts of {{Sm|Taiheita}}, | Initially, Lucas was poorly regarded when he was first released, but the buffs he received from game updates have allowed him to achieve decent results. This has been most evident with the efforts of {{Sm|Taiheita}}, who has many notable placings, such as 17th in singles and 1st in doubles with Lucas at [[Super Smash Con 2016]], along with several high placings at [[Sumabato]] and [[Umebura]] tournaments. Towards the end of ''Smash 4''{{'}}s competitive life, however, Lucas's declining results in regionals and Japan, Taiheita's retirement, and Japanese Ness players earning results in Japan that have surpassed Lucas' achievements, such as 17th at [[EVO Japan 2018]] and 17th at [[The Big House 7]] being credited to {{Sm|Gackt}} and {{Sm|taranito}} respectively, led some smashers to question whether Lucas should retain his position or not. | ||
==Attributes== | ==Attributes== | ||
Lucas' attributes remain | Lucas' attributes remain overall intact since ''Brawl''. He is a short [[weight|middleweight]] who has the 4th slowest [[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 is rather unimpressive, his attacking 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 grounded attacks are safe in severaal situations due to their minimal ending lag. In addition, most of his moveset are boosted with great KO potential, making his power comparable to that of heavyweights. | ||
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 | 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 attack]]s and some of his grounded attacks are disjointed, which can be further supplemented by his [[projectile]]s. In addition to their disjointed hitboxes, Lucas' [[smash attack]]s are among the strongest in the game. Like in ''Brawl'', his up smash is among the strongest up smashes in the game while also possessing both a large disjointed hitbox and the ability to KO as low as 54% when fully charged (or 70% for heavyweights). The first hit of his down smash is also one of the strongest in the game and is an intimidating edgeguarding option, while his forward smash has decent speed, good KO potential and can even [[Reflection|reflect]] projectiles. | ||
However, Lucas' | However, Lucas' greatest strength is his [[grab]] game. Despite possessing the shortest-ranged [[tether grab]] in the game, [[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 throw|up]] and [[back throw]]s 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 the considerable reduction to its 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 | 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 dominating: 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 (excluding his back aerial) at low percents. | ||
Like Ness, Lucas' special | Like Ness, Lucas' [[special move]]set 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 Lucas' 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. It can also be useful for sniping offstage opponents and KOing near the horizontal blast lines. [[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 | However, Lucas suffers from a few noticeable flaws. Due to his aforementioned sub-par mobility, speed demons (such as {{SSB4|Zero Suit Samus}} and {{SSB4|Sonic}}) can easily outspeed Lucas. This is further compounded by his often predictable approach, since Lucas has reliance on his zoning tools (which can be overcome) to do so. Lucas also suffers from the lack of anti-pressuring options. While he has a powerful pressuring game and can force opponents in a disadvantage state fairly easily, Lucas, himself, suffers from a horrible defensive game. Because Lucas lacks a quick grab, up smash and/or up special, while none of his aerials hit before frame 7, his [[out of shield]] game is among the worst across the cast. By extension, he also struggles when put high above his opponents, as he lacks a good hitbox under him to force landings and being floaty makes him extremely vulnerable to [[juggling]], while Lucas is nearly incapable of escaping juggles against characters with great juggling abilities (such as {{SSB4|Mario}} or {{SSB4|Mr. Game & Watch}}) due to him lacking a useful combo-breaking move. As such, Lucas overall has a terrible disadvantage state and one single mistake can potentially cause him the loss of a stock rather quickly. | ||
Altogether, Lucas' | In addition, Lucas suffers occasionally from poor [[range]] in spite of his tether grab and disjointed hitboxes, which causes him to flounder against characters with superior disjoints, especially swordies (like {{SSB4|Cloud}} or {{SSB4|Shulk}}). Some of his moves require precision at times; his up aerial, whose hitbox is significantly smaller than it was in ''Brawl'', can miss even opponents with large hurtboxes, 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 and his otherwise impressive KO potential, as they primarily require effective reading and should be used wisely as a result due to either being burdened with short range and/or considerable lag. 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 lacks a [[custom move]]set, which limits him in tournaments that allow [[character customization]]. | ||
Altogether, like Ness, Lucas' strengths outweigh his weaknesses by a fair degree. He has an excellent damage-racking game along with some good approaching options, though his approach in general is predictable and can be faulty at times. He can also often have difficulties KOing opponents outside of edgeguarding, and his effectiveness can be halved 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 above-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 | In ''Super Smash Bros. Brawl'', Lucas was considered a lower mid-tier character. While he had a numerous amount of fairly solid attacks, a solid recovery, strong and effective special moves (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 possessing short range, an unspectacular grab, limited/difficult to land KO moves and he was very exploitable to follow-ups out of a [[grab release]]. 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, PSI Magnet became an incredibly powerful and abusable tool. In ''Super Smash Bros. 4'', Lucas received a mix of [[buff]]s and [[nerf]]s during the transition from ''Brawl''. While he did receive more nerfs overall, Lucas is considered to be buffed, due to the game's numerous universal changes drastically benefitting him, along with him receiving some very useful buffs as well. | ||
In ''Super Smash Bros. 4'', Lucas received a mix of [[buff]]s and [[nerf]]s | |||
Arguably Lucas' most striking improvement came from the removal of the 10 additional frames on his grounded [[grab release]] animation, which was one of his most significant flaws in ''Brawl''. This is further supplemented by the removal of [[chain grab]]bing, which was a huge contributor against his extremley explitable grab release. 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 performed as a [[grab aerial]]. Lucas has also been indirectly buffed from the changes to ''Smash 4''{{'}}s mechanics. This is not only due to the removal of chain grabbing, but also because of the changes to [[hitstun canceling]] combined with the weakening of [[DI]], which has granted him a dominating combo game that 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 | 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 perform 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 offstage, at least in terms of recovery. In addition, several of his attacks have received various reductions to their damage output, knockback and range, while some of them have received expansions to their startup/ending lag. This is especially prevelant 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 drastically less range while also being slower and possessing a stationary hitbox, all of which amplifies the retained issues within approaching and landing. Additionally, Lucas has a slightly harder time KOing because of various of his previous KO options, including his forward and up smashes, as well as his forward tilt and down throw, receiving reductions to their knockback (although down throw has access to KO setups to compensate), alongside the loss of his advanced techniques. Finally, Lucas' grounded mobility is slower relative to the cast, as he is one of the only returning veterans whose [[dash]]ing (and [[walk]]ing) speed has been remained intact. As well, his [[falling speed]] and [[gravity]] have also been reduced relative to the cast due to remaining intact, although this has both positives and negatives. | ||
Overall, Lucas has not | Overall, Lucas has not drastically improved since ''Brawl'', as his moveset has been burdened with several direct nerfs. However, he greatly benefits from ''Smash 4''{{'}}s mechanics and most of his flaws from the previous game have been either addreesed or removed altogether, like his grab release, resulting in him fairing better in ''Smash 4'' overall. He was initially worse upon being first released, but as of update 1.1.3, he is considered to be moderately better than 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 entire cast, which also boosts up his viability. By extension, his current ranking on the tier list is a reflection of that perception. | ||
===Aesthetics=== | ===Aesthetics=== | ||
*{{change|Lucas' design has changed. He is slightly taller and has a slightly larger | *{{change|Lucas' design has changed. He is slightly taller and has a slightly larger headSHAPE; slightly longer hair; a slightly smaller nose; a sharper jawline; and his eyes no longer have a blue tint. Additionally, Lucas' shoes are smaller, and each of his shirt's stripes are equally horizontal. Lastly, the aesthetic used in ''SSB4'' has resulted in Lucas having a sleeker design, and his overall color scheme being more vibrant.}} | ||
*{{change|Lucas' blue, green, and purple [[alternate costume]]s have been updated. The blue costume's white stripes are now orange, instead of white. The green and purple costumes are now jungle green and purple, respectively; feature a sprite of {{s|wikibound|Boney}}'s head and a baby {{s|wikibound|Drago}} as their designs, respectively; and have a single white stripe on each sleeve. Lucas has also received two new alternate costumes. The first is based on the {{s|wikibound|Masked Man}}, and the second is based on {{s|wikibound|Duster}}.}} | *{{change|Lucas' blue, green, and purple [[alternate costume]]s have been updated. The blue costume's white stripes are now orange, instead of white. The green and purple costumes are now jungle green and purple, respectively; feature a sprite of {{s|wikibound|Boney}}'s head and a baby {{s|wikibound|Drago}} as their designs, respectively; and have a single white stripe on each sleeve. Lucas has also received two new alternate costumes. The first is based on the {{s|wikibound|Masked Man}}, and the second is based on {{s|wikibound|Duster}}.}} | ||
*{{change|Lucas is more expressive and, unlike in ''Brawl'', significantly less depressive. He now consistently smiles, and scowls during some attacks.}} | *{{change|Lucas is more expressive and, unlike in ''Brawl'', significantly less depressive. He now consistently smiles, and scowls during some attacks.}} | ||
Line 54: | Line 54: | ||
*{{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 | *{{change|Lucas' previously unused damage-based yells from ''Brawl''{{'}}s [[Sound Test]] are now heard when receiving 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), 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' 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 | *{{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 follow-ups or chain grabs after a grab release.}} | ||
**{{buff|Much like the rest of the cast, Lucas' aerial grab releases also | **{{buff|Much like the rest of the cast, Lucas' aerial grab releases also have less ending lag (FAF 51 → 40), making him much less susceptible to follow-ups out of an air release.}} | ||
*{{buff|[[Roll]]s have less ending lag (FAF 32 → 31).}} | *{{buff|[[Roll]]s have less ending lag (FAF 32 → 31).}} | ||
*{{nerf|Rolls have | *{{nerf|Rolls have less [[intangibility]] (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 | *{{nerf|[[Spot dodge]] has more startup lag with less intangibility (frames 2-20 → 3-18) and it has more ending lag (FAF 26 → 28).}} | ||
===Ground attacks=== | ===Ground attacks=== | ||
Line 76: | Line 76: | ||
**{{nerf|Forward tilt has more startup lag with a shorter duration (frames 6-9 → 7-9).}} | **{{nerf|Forward tilt has more startup lag with a shorter duration (frames 6-9 → 7-9).}} | ||
**{{nerf|Forward tilt has more ending lag (FAF 23 → 26).}} | **{{nerf|Forward tilt has more ending lag (FAF 23 → 26).}} | ||
**{{nerf|The sourspot deals less damage (9% → 7.5%) and has much | **{{nerf|The sourspot deals less damage (9% → 7.5%) and has much less knockback scaling (100 → 60), making it much weaker.}} | ||
**{{nerf|The sourspot now | **{{nerf|The sourspot now [[priority|out-prioritizes]] the sweetspot (ID# 2/3 → 0), making the move harder to sweetspot with.}} | ||
**{{nerf|The sourspot now | **{{nerf|The sourspot now consists of 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.}} | ***{{buff|However, this does make the sweetspot easier to land, considering the fact that the sourspot now takes priority.}} | ||
**{{change|The sweetspot now | **{{change|The sweetspot now consists of 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 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|The sweetspot has increased [[hitlag]] (0.5x → 1x), making it easier to DI.}} | ||
**{{nerf|Forward | **{{nerf|Forward tilt 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|Up tilt has less ending lag (FAF 40 → 37).}} | ||
Line 101: | Line 101: | ||
*[[Down tilt]]: | *[[Down tilt]]: | ||
**{{buff|Down tilt's near and mid hitboxes deal more knockback (6 (base), 22 (scaling) → (18/10)/(50/45)) and have altered angles (0° → 76°/40°). This makes the move much safer on hit and it grants it followup potential.}} | **{{buff|Down tilt's near and mid hitboxes deal more knockback (6 (base), 22 (scaling) → (18/10)/(50/45)) and have altered angles (0° → 76°/40°). This makes the move much safer on hit and it grants it followup potential.}} | ||
***{{nerf|However, this also removes their ability to [[lock]], making Lucas' down tilt lock setups more precise, as he now has to lock with the far hitbox. This is further exacerbated by down tilt's reduced damage and the new three hit lock limit.}} | ***{{nerf|However, this also removes their ability to [[lock]], making Lucas' down tilt lock-setups more precise, as he now has to lock with the far hitbox. This is further exacerbated by down tilt's reduced damage and the new three-hit lock limit.}} | ||
**{{buff|The near hit now | **{{buff|The near hit now typically 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).}} | **{{change|The far hit deals more knockback (6 (base), 22 (scaling) → 8/40).}} | ||
***{{buff|This makes it safer on hit at higher percents.}} | ***{{buff|This makes it safer on hit at higher percents.}} | ||
Line 110: | Line 110: | ||
**{{nerf|Down tilt deals much less damage (6% → 3%).}} | **{{nerf|Down tilt deals much less damage (6% → 3%).}} | ||
**{{nerf|Down tilt has increased hitlag (0.4x → 0.7x).}} | **{{nerf|Down tilt has increased hitlag (0.4x → 0.7x).}} | ||
***{{nerf|Altogether, these changes combined with the changes to shields ( | ***{{nerf|Altogether, these changes combined with the changes to shields (primarily the homogenisation of shielding hitlag based on attacking hitlag) noticeably hinder the move's safety on shield, with the move no longer being completely safe on shield.}} | ||
**{{nerf|Down tilt has smaller hitboxes (3.5u/3.5u/3.5u → 2.8u/2.8u/2.8u), with the far hitbox also being positioned closer to Lucas (x offset: 8 → 7.2), reducing its range.}} | **{{nerf|Down tilt has smaller hitboxes (3.5u/3.5u/3.5u → 2.8u/2.8u/2.8u), with the far hitbox also being positioned closer to Lucas (x offset: 8 → 7.2), reducing its range.}} | ||
**{{nerf|The far hit no longer has a extra [[ | **{{nerf|The far hit no longer has a extra [[tripping]] chance (40% → 0%). This prevents the far hit from tripping opponents right up until beyond [[Sudden Death]] percents, greatly hindering its followup potential.}} | ||
*[[Dash attack]]: | *[[Dash attack]]: | ||
**{{buff|Dash attack has less startup lag (frame 17 → 15), with its total duration subsequently reduced (FAF 42 → 40).}} | **{{buff|Dash attack has less startup lag (frame 17 → 15), with its total duration subsequently reduced (FAF 42 → 40).}} | ||
Line 122: | Line 122: | ||
***{{nerf|However, the sweetspot is positioned closer to Lucas compared to the previous sourspot (z offset: 15 → 12), giving the move less range overall.}} | ***{{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°).}} | **{{change|The sweetspot launches opponents at a lower angle (75° → 46°).}} | ||
***{{buff|This improves its KO potential near the horizontal | ***{{buff|This improves its KO potential near the horizontal blast zone.}} | ||
***{{nerf|However, this also hinders its overall KO potential, even from the centre of tournament legal stages.}} | ***{{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).}} | **{{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 a shorter duration (frames 17-21 → 15-16), reducing its range.}} | ||
Line 130: | Line 130: | ||
**{{nerf|The sweetspot has increased hitlag (1x → 1.2x).}} | **{{nerf|The sweetspot has increased hitlag (1x → 1.2x).}} | ||
**{{nerf|The sourspot deals less damage (10% → 9%).}} | **{{nerf|The sourspot deals less damage (10% → 9%).}} | ||
**{{nerf|The sourspot now | **{{nerf|The sourspot now out-prioritizes the sweetspot (ID# 1 → 0), making the move harder to sweetspot with.}} | ||
*[[Forward smash]]: | *[[Forward smash]]: | ||
**{{buff|Forward smash's | **{{buff|Forward smash's [[reflect]]or has less startup lag with a longer duration (frames 12-18 → 10-19).}} | ||
**{{change|Forward smash produces a bat | **{{change|Forward smash produces a bat cracking sound effect when it connects rather than a kicking sound.}} | ||
**{{nerf|The | **{{nerf|The far hit deals less damage (15% → 14%) and has decreased base knockback (60/55 → 50), hindering its KO potential.}} | ||
**{{nerf|Forward smash now | ***{{buff|However, the far hit now has lower priority than the near hit (ID# 0/1 → 1), which overall helps the move, as the near hit now acts as a sweetspot, as opposed to a sourspot.}} | ||
**{{nerf|Forward smash now consists of two smaller extended hitboxes rather than four normal hitboxes (4.5u/4.5u/4.5u/4u → 3.7u/3.7u). This gives the move less range overall, both in front of and behind Lucas.}} | |||
*[[Up smash]]: | *[[Up smash]]: | ||
**{{change|Up smash's second hit's clean, early mid and mid hitboxes have been positioned higher (y offset: 10/16/23 → 14/19/25). This gives them more range above Lucas but less range below him.}} | **{{change|Up smash's second hit's clean, early mid and mid hitboxes have been positioned higher (y offset: 10/16/23 → 14/19/25). This gives them more range above Lucas, but less range below him.}} | ||
**{{nerf|The second hit deals less knockback (50/45/40/35/30 (base), 85 (scaling) → (48/42/37/32/27)/77), hindering its KO potential.}} | **{{nerf|The second hit deals less knockback (50/45/40/35/30 (base), 85 (scaling) → (48/42/37/32/27)/77), hindering its KO potential.}} | ||
**{{nerf|The second hit has smaller hitboxes (14u/13u/12u/10u/10u → 12u/11u/10u/8u/6.5u).}} | **{{nerf|The second hit has smaller hitboxes (14u/13u/12u/10u/10u → 12u/11u/10u/8u/6.5u).}} | ||
Line 145: | Line 146: | ||
**{{buff|The first hit has increased base knockback (40 → 43), slightly improving its KO potential.}} | **{{buff|The first hit has increased base knockback (40 → 43), slightly improving its KO potential.}} | ||
**{{nerf|Down smash has smaller hitboxes (10u/12u/14u → 8u/9.8u/12u), reducing its range, both in front of and behind Lucas.}} | **{{nerf|Down smash has smaller hitboxes (10u/12u/14u → 8u/9.8u/12u), reducing its range, both in front of and behind Lucas.}} | ||
**{{nerf|Down smash now has one hitbox which simply despawns and respawns with altered properties rather than | **{{nerf|Down smash now has one hitbox which simply despawns and respawns with altered properties rather than possessing three separate hits. This means that the move can now only connect once, greatly reducing its maximum damage output (42% → 17%).}} | ||
***{{nerf|This also makes the move easier for shielding opponents to intercept, as they can now run through the later hits if they shield the first hit.}} | ***{{nerf|This also makes the move easier for shielding opponents to intercept, as they can now run through the later hits if they shield the first hit.}} | ||
**{{nerf|Down smash no longer has an extra | **{{nerf|Down smash no longer has an extra tripping chance (40% → 0%), making the later hits trip opponents much less reliably.}} | ||
===Aerial attacks=== | ===Aerial attacks=== | ||
*[[Neutral aerial]]: | *[[Neutral aerial]]: | ||
**{{buff|Neutral aerial has less landing lag (18 frames → 13).}} | **{{buff|Neutral aerial has less landing lag (18 frames → 13).}} | ||
**{{buff|Neutral aerial now | **{{buff|Neutral aerial now typically launches opponents in the direction Lucas is facing, making it more consistent. This noticeably benefits the move, as it is a multi hitting aerial.}} | ||
**{{buff|The loop hits now | **{{buff|The loop hits now utilize an [[autolink angle]] (105° → 367°), allowing them to connect more reliably.}} | ||
**{{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 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%).}} | **{{buff|The final hit deals more damage (3% → 4%).}} | ||
**{{change|Neutral aerial now | **{{change|Neutral aerial now consists of 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.}} | **{{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 more startup (frame 5 → 7) and ending lag (FAF 40 → 45).}} | ||
**{{nerf|Neutral aerial has a new more exaggerated animation. This new animation is much longer (44 frames → 71), increasing the amount of time Lucas cannot grab ledges after performing the move.}} | **{{nerf|Neutral aerial has a new and more exaggerated animation. This new animation is much longer (44 frames → 71), increasing the amount of time Lucas cannot grab ledges after performing the move.}} | ||
**{{nerf|Neutral aerial [[auto-cancel]]s later (frame 28 → 37), no longer doing so in a short hop, | **{{nerf|Neutral aerial [[auto-cancel]]s later (frame 28 → 37), no longer doing so in a short hop, led alone almost straight after the hitboxes are no longer active. This noticeably hinders neutral aerial's approaching potential and safety.}} | ||
**{{nerf|Neutral aerial no longer has an initial auto-cancel window (frames 1-4 → 0).}} | **{{nerf|Neutral aerial no longer has an initial auto-cancel window (frames 1-4 → 0).}} | ||
**{{nerf|Neutral aerial now only has four | **{{nerf|Neutral aerial now only has four looping hits instead of seven, considerably reducing its maximum damage (17% → 12%).}} | ||
**{{nerf|The | **{{nerf|The looping hitboxes are smaller (6u → 5.3u).}} | ||
**{{nerf|The | **{{nerf|The looping 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 | ***{{buff|However, despite this, neutral aerial is still more difficult to escape due to the loop hits now possessing 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 | **{{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 increased hitlag detrimental overall.}} | ||
*[[Forward aerial]]: | *[[Forward aerial]]: | ||
**{{buff|Forward aerial has less landing lag (15 frames → 12).}} | **{{buff|Forward aerial has less landing lag (15 frames → 12).}} | ||
**{{buff|Forward aerial has a slightly altered animation with altered hitbox placements, giving it more range.}} | **{{buff|Forward aerial has a slightly altered animation with altered hitbox placements, giving it more range.}} | ||
**{{buff|The sweetspot has a longer duration (frames 9-10 → 9-12).}} | **{{buff|The sweetspot has a longer duration (frames 9-10 → 9-12).}} | ||
**{{buff|The sweetspot deals more knockback (10 (base), 100 (scaling) → 30/97).}} | **{{buff|The sweetspot deals more knockback (10 (base), 100 (scaling) → 30/97), improving its KO potential.}} | ||
**{{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 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 | **{{change|Forward aerial now typically 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 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 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 has a shorter initial auto-cancel window (frames 1-4 → 1).}} | ||
**{{nerf|Forward aerial deals less damage (12%/10% → 11.5%/9%) | **{{nerf|Forward aerial deals less damage (12%/10% → 11.5%/9%), without compensation on the sourspot's knockback, 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|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 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 | **{{nerf|The sourspot now out-prioritizes 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 grounded sweetspot deals more damage (10% → 12%), improving its KO potential.}} | ||
**{{buff|The sweetspot is larger (4u → 4.5u).}} | **{{buff|The sweetspot is larger (4u → 4.5u).}} | ||
**{{buff|The removal of [[Meteor smash#Meteor canceling|meteor canceling]] significantly improves back | **{{buff|The removal of [[Meteor smash#Meteor canceling|meteor canceling]] significantly improves back aerial's reliability.}} | ||
**{{change|Back aerial now always launches opponents in the opposite direction Lucas is facing.}} | **{{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.}} | **{{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.}} | ||
**{{change|Up aerial has increased hitlag (1× → 1.1×).}} | **{{change|Up aerial has increased hitlag (1× → 1.1×).}} | ||
**{{change|Up aerial now | **{{change|Up aerial now utilizes a static hitbox, rather than being attached to Lucas' head. The hitbox is positioned higher to compensate (y offset: 4 → 14).}} | ||
***{{buff|This gives up aerial more vertical range overall, and gives it more consistent vertical range.}} | ***{{buff|This gives up aerial more vertical range overall, and gives it more consistent vertical range.}} | ||
***{{nerf|However, this also greatly hinders its horizontal and | ***{{nerf|However, this also greatly hinders its horizontal range and coverage below himself, making it much harder to connect against grounded opponents.}} | ||
**{{nerf|Up aerial has more startup lag with a shorter duration (frames 5-9 → 7-9).}} | **{{nerf|Up aerial has more startup lag with a shorter duration (frames 5-9 → 7-9).}} | ||
**{{nerf|Up aerial auto-cancels much later (frame 25 → 38), no longer doing so in a short hop.}} | **{{nerf|Up aerial auto-cancels much later (frame 25 → 38), no longer doing so in a short hop.}} | ||
Line 198: | Line 199: | ||
*[[Down aerial]]: | *[[Down aerial]]: | ||
**{{buff|Down aerial has less landing lag (28 frames → 24).}} | **{{buff|Down aerial has less landing lag (28 frames → 24).}} | ||
**{{buff|The lower | **{{buff|The lower looping hits have decreased base knockback (50 → 43), allowing it to connect more reliably into the rest of the attack.}} | ||
**{{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 | **{{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 follow-up 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).}} | **{{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.}} | ***{{buff|However, its total duration was not fully compensated, giving it less ending lag.}} | ||
Line 206: | Line 207: | ||
**{{nerf|Down aerial no longer has an initial auto-cancel window (frames 1-3 → 0).}} | **{{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|Down aerial has smaller hitboxes (7u/5u → 5u/3.5u (hits 1-3), 8u/6.5u → 6.9u/5u).}} | ||
**{{nerf|The | **{{nerf|The looping 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.}} | ***{{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.}} | **{{nerf|The loop hits have increased hitlag (0.5x → 1x). As down aerial cannot be frame cancelled, this hinders the move overall.}} | ||
Line 212: | Line 213: | ||
**{{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)), launches opponents horizontally (45°) and deals knockback (60 (base), 30 (scaling)), granting it spacing and combo potential.}} | ||
**{{buff|Grab aerial 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 | **{{nerf|Grab aerial no longer auto-cancels on landing, instead possessing 8 frames of landing lag, making it more punishable.}} | ||
===Throws/other attacks=== | ===Throws/other attacks=== | ||
Line 221: | Line 222: | ||
**{{buff|Pummel has less ending lag (FAF 13 → 10).}} | **{{buff|Pummel has less ending lag (FAF 13 → 10).}} | ||
**{{change|Pummel has increased range (y/z offsets: 6/6 → 8/8).}} | **{{change|Pummel has increased range (y/z offsets: 6/6 → 8/8).}} | ||
**{{nerf|Pummel deals less damage (3% → 1.2%), hindering its damage racking potential despite its decreased ending lag.}} | **{{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).}} | **{{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 deals more 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.}} | **{{change|Lucas now aesthetically [[bury|buries]] opponents headfirst upon performing his down throw.}} | ||
**{{change|Down throw deals much less knockback (75 (base), 100 (scaling) → 78/51).}} | **{{change|Down throw deals much less knockback (75 (base), 100 (scaling) → 78/51).}} | ||
***{{buff|This combined with the changes to [[hitstun canceling]]/DI greatly improves its combo potential. It can lead into devastating aerial/footstool combos at lower percents and at higher percents, it can lead into an up aerial for a KO.}} | ***{{buff|This combined with the changes to [[hitstun canceling]]/DI greatly improves its combo potential. It can lead into devastating aerial/footstool combos at lower percents and at higher percents, it can lead into an up aerial for a KO.}} | ||
Line 250: | Line 251: | ||
*[[Trip attack]]: | *[[Trip attack]]: | ||
**{{buff|Trip attack has less ending lag (FAF 60 → 50), now matching other trip attacks.}} | **{{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.}} | **{{buff|Trip attack deals more [[shield damage]] (1 → 8) per hit.}} | ||
**{{change|Trip attack now has transcendent priority.}} | **{{change|Trip attack now has [[transcendent priority]].}} | ||
**{{nerf|Trip attack has less intangibility (frames 1-8 → 1-7).}} | **{{nerf|Trip attack has less intangibility (frames 1-8 → 1-7).}} | ||
**{{nerf|The front hit has more startup lag (frame 28 → 29).}} | **{{nerf|The front hit has more startup lag (frame 28 → 29).}} | ||
**{{nerf|Trip attack now | **{{nerf|Trip attack now consists of one extended hitbox rather than multiple normal hitboxes, which noticeably decreases the move's disjoint.}} | ||
===Special moves=== | ===Special moves=== | ||
Line 262: | Line 263: | ||
***{{nerf|However, this does reduce uncharged PK Freeze's damage (10% → 9%).}} | ***{{nerf|However, this does reduce uncharged PK Freeze's damage (10% → 9%).}} | ||
**{{buff|PK Freeze is larger when it is created (0.3 → 0.45) and its size increases at a faster rate (1.45 → 1.6).}} | **{{buff|PK Freeze is larger when it is created (0.3 → 0.45) and its size increases at a faster rate (1.45 → 1.6).}} | ||
**{{buff|PK Freeze has increased base damage (4% → 5%) which charges at a faster rate (0.23 → 0.255), resulting in the fully charged version dealing more damage (19% → 22%).}} | **{{buff|PK Freeze has increased base damage (4% → 5%), which charges at a faster rate (0.23 → 0.255), resulting in the fully charged version dealing more damage (19% → 22%).}} | ||
**{{buff|Lucas' gravity is lower when using PK Freeze (0.02 → 0.012), making it safer | **{{buff|Lucas' [[gravity]] is lower when using PK Freeze (0.02 → 0.012), making it safer for usage in the air.}} | ||
**{{change|PK Freeze launches opponents at a higher angle (70° → 80°) and it has more base knockback, but less knockback scaling (50 (base), 40 (scaling) → 80/21).}} | **{{change|PK Freeze launches opponents at a higher angle (70° → 80°) and it has more base knockback, but less knockback scaling (50 (base), 40 (scaling) → 80/21).}} | ||
**{{nerf|PK Freeze has a shorter duration (2 frames → 1).}} | **{{nerf|PK Freeze has a shorter duration (2 frames → 1).}} | ||
Line 271: | Line 272: | ||
**{{buff|The sweetspot pillar deals more damage (5% → 6%), increasing PK Fire's overall 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)).}} | **{{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 | **{{nerf|Using PK Fire straight after a double jump no longer gives Lucas a huge vertical boost. This removes [[Zap Jump]]ing, significantly hinders PK Fire's vertical approach and recovering 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's head has an increased hitlag multiplier (0.5x → 1x), allowing it to lead into the tail much more reliably.}} | ||
Line 283: | Line 284: | ||
**{{nerf|The head has a smaller hitbox (5.5u → 3.8u).}} | **{{nerf|The head has a smaller hitbox (5.5u → 3.8u).}} | ||
**{{nerf|The tail deals less damage (1% → 0.75%).}} | **{{nerf|The tail deals less damage (1% → 0.75%).}} | ||
**{{nerf| | **{{nerf|The removal of [[edge momentum shifting]] hinders PK Thunder's 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 has less ending lag on the ground (FAF 75 → 66).}} | ||
**{{buff|PK Thunder 2 no longer decelerates in the air (0.071 → 0). This | **{{buff|PK Thunder 2 no longer decelerates in the air (0.071 → 0). This causes it to cover more distance, as Lucas retains his momentum for much longer, despite its lower initial speed (4 → 2.5), improving its recovering potential.}} | ||
***{{nerf|However, PK Thunder 2 now decelerates after hitting an opponent (0 → 0.071) slightly reducing its distance after hitting an opponent.}} | ***{{nerf|However, PK Thunder 2 now decelerates after hitting an opponent (0 → 0.071), slightly reducing its distance after hitting an opponent.}} | ||
**{{buff|PK Thunder 2 can now be reused immediately after Lucas bounces off of a wall, significantly improving its safety and | **{{buff|PK Thunder 2 can now be reused immediately after Lucas bounces off of a wall, significantly improving its safety and recovering potential.}} | ||
**{{buff|The | **{{buff|The looping hitboxes now consistently utilize the autolink angle (365°/361° → 365°), making them connect more reliably.}} | ||
**{{buff|The | **{{buff|The looping hits now typically 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 loop hits now deal consistent knockback (30/0 (base), 0/20 (set), 50/100 (scaling) → 30/50).}} | ||
**{{change|The final hit now | **{{change|The final hit now typically launches opponents in the direction Lucas is facing.}} | ||
**{{nerf|PK Thunder 2 has less intangibility (frames 1-17 → 1-9).}} | **{{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 | **{{nerf|When Lucas lands with PK Thunder 2 before entering free fall, he will now go into his full ending animation of PK Thunder 1, 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 | **{{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 approaching potential when performed from above.}} | ||
***{{buff|However, this also prevents Lucas from potentially self | ***{{buff|However, this also prevents Lucas from potentially [[self-destruct]]ing if he performs PK Thunder 2 downwards close to an edge.}} | ||
**{{nerf|The first hit has smaller hitboxes (10u/10u → 9u/9u).}} | **{{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 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%).}} | ||
Line 314: | Line 315: | ||
**{{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.}} | **{{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' | **{{change|[[PK Starstorm]] now functions identically to Ness' PK Starstorm. 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 blindspots, it results in a more consistent damage output when the stars do hit.}} | ||
**{{change|PK Starstorm now has a [[flame]] effect, instead of an [[electric]] effect.}} | **{{change|PK Starstorm now has a [[flame]] effect, instead of an [[electric]] effect.}} | ||
**{{change|PK Starstorm's animation and visual effects have changed. Lucas now strikes the same pose during it, and the falling stars are now sky blue, instead of whitish yellow. These changes make it appear virtually identical to Ness' version.}} | **{{change|PK Starstorm's animation and visual effects have changed. Lucas now strikes the same pose during it, and the falling stars are now sky blue, instead of whitish yellow. These changes make it appear virtually identical to Ness' version.}} | ||
==Update history== | ==Update history== | ||
Lucas has been buffed via game updates. Update [[1.1.0]] | Lucas has been buffed via game updates. Update [[1.1.0]] has received reduction to all of his grabs' ending lag, as well as subtle range-improvements to his forward and down tilts, though neither of those beneficial changes match up to his range in ''Brawl''. The changes to shielding mechanics in updates 1.1.0 and [[1.1.1]] have been considered a double-edged sword for Lucas; the changes make his sourspotted attacks less safe on shield, but his sweetspotted attacks safer on shield. Lastly, update [[1.1.3]] gave Lucas a number of noticeable buffs: his standing grab, dash grab, and forward aerial all received reductions to their lag, 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 during his initial release in ''SSB4''. | ||
'''{{GameIcon|ssb4}} [[1.1.0]]''' | '''{{GameIcon|ssb4}} [[1.1.0]]''' | ||
Line 343: | Line 344: | ||
|nocustoms=y | |nocustoms=y | ||
|neutralcount=3 | |neutralcount=3 | ||
|neutralname= | |neutralname= | ||
|neutral1name= | |||
|neutral2name= | |||
|neutral3name= | |||
|neutral1dmg=2.5% | |neutral1dmg=2.5% | ||
|neutral2dmg=2% | |neutral2dmg=2% | ||
|neutral3dmg=4% | |neutral3dmg=4% | ||
|neutraldesc=A right-legged roundhouse kick, followed by a right-legged hook kick, followed by a left-legged reverse roundhouse kick. The last hit has slightly more range. | |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. The first hit activates on frame 2, rendering it Lucas' fastest ground attack, and it can combo into his dash attack at low to medium percents. The first and second hits can [[jab lock]], but might miss on characters with very thin hurtboxes, like {{SSB4|Zero Suit Samus}}. | ||
|ftiltname= | |||
|ftiltdmg=11% (sweetspot), 7.5% (sourspot) | |ftiltdmg=11% (sweetspot), 7.5% (sourspot) | ||
|ftiltdesc= | |ftiltdesc=Twirls with his arm extended to emit a small blast of PSI energy from his hand. It can be angled and has a [[disjointed hitbox]], although its sweetspot is located inside of the blast. It has overall low lag, disjointed range, and the ability to be angled, all of which make it extremely useful for 2-framing opponents. In addition, its sweetspot is powerful enough to KO reliably, as it can KO middleweights at around 158% at the edge of Final Destination, whereas its sourspot can [[lock]] opponents at low percents. It also has fast startup lag, hitting on frame 7 with low ending lag. Due to these traits, it is one of Lucas' best KO options, and is generally considered one of the best forward tilts in ''SSB4''. This move's sourspot can [[lock]] opponents at low percents. | ||
|utiltname= | |utiltname= | ||
|utiltdmg=1.5% (hit 1), 8% (clean hit 2), 5% (late hit 2) | |utiltdmg=1.5% (hit 1), 8% (clean hit 2), 5% (late hit 2) | ||
|utiltdesc=Telekinetically tilts himself upside down to perform a vertical | |utiltdesc=Telekinetically tilts himself upside down to perform a vertical scissor kick that emits a blast of PSI from his foot. The first hit activates on frame 4, which along with its low ending lag and the second hit activating on frame 7, makes it disproportionately quick for a tilt attack. It can juggle and combo into itself, a neutral aerial or an up aerial at low to medium percents. | ||
|dtiltname= | |dtiltname= | ||
|dtiltdmg=3% | |dtiltdmg=3% | ||
|dtiltdesc=A legsweep. Although weak, it is | |dtiltdesc=A legsweep. Although weak, it is quick and reliable for either racking up damage or chaining into itself, a neutral attack, a forward tilt or at higher percents even a forward aerial and a grab. Due to hitting on frame 3, it 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. The edge of down tilt can [[lock]] opponents at low to medium percents. | ||
|dashname= | |dashname= | ||
|dashdmg=13% (sweetspot), 9% (sourspot) | |dashdmg=13% (sweetspot), 9% (sourspot) | ||
|dashdesc=A dashing palm thrust that emits a blast of PSI energy from his hand. | |dashdesc=A dashing palm-thrust that emits a blast of PSI energy from his hand. It slows down Lucas' grounded mobility for a moment. Its sweetspot is powerful enough to KO at reasonable percents, KOing middlewieghts at 68% at the edge of Final Destination without [[DI]], which makes it disproportionately powerful for a dash attack, although it has noticeable start-up (frame 15) and ending lag. It deals more damage the farther the opponent is from Lucas. | ||
|fsmashname= | |fsmashname= | ||
|fsmashdmg={{ChargedSmashDmgSSB4|14}} (base), {{ChargedSmashDmgSSB4|15}} (tip), 1.5× (reflected projectiles) | |fsmashdmg={{ChargedSmashDmgSSB4|14}} (base), {{ChargedSmashDmgSSB4|15}} (tip), 1.5× (reflected projectiles) | ||
|fsmashdesc=Swings a {{s|wikibound|stick}} in front of himself. The stick's tip deals | |fsmashdesc=Swings a {{s|wikibound|stick}} in front of himself. The stick's tip deals more damage and knockback. Lucas' stick also has the ability to [[reflect]] projectiles. In comparison to {{SSB4|Ness}}' forward smash, it has less start-up and ending lag, but deals less damage, knockback and has a lower damage multiplier when reflecting projectiles. It is one of the strongest forward smashes in the game, especially when sweetspotted, KOing even the heaviest of characters at around 61% at the edge of Final Destination. While it has rather quick startup due to hitting at frame 14, its considerable ending lag makes it punishable without wise usage. | ||
|usmashname= | |usmashname= | ||
|usmashdmg={{ChargedSmashDmgSSB4|2}} (hit 1), {{ChargedSmashDmgSSB4|19}}, {{ChargedSmashDmgSSB4|18}}, {{ChargedSmashDmgSSB4|16}}, {{ChargedSmashDmgSSB4|14}}, or {{ChargedSmashDmgSSB4|12}} (clean to late hit 2) | |usmashdmg={{ChargedSmashDmgSSB4|2}} (hit 1), {{ChargedSmashDmgSSB4|19}}, {{ChargedSmashDmgSSB4|18}}, {{ChargedSmashDmgSSB4|16}}, {{ChargedSmashDmgSSB4|14}}, or {{ChargedSmashDmgSSB4|12}} (clean to late hit 2) | ||
|usmashdesc=Emits a large blast of PSI energy above his head. Despite in-game tips saying it is the most powerful up smash in the game and can attack opponents hanging on the edge, neither of these tips are true; it is only the fifth strongest up smash in the game, and completely whiffs most edge-hanging characters unless their head pokes above the edge. It is a "high-risk, high-reward" attack; it has an extreme amount of ending lag, which makes it very punishable if missed, but it is strong enough to KO at 80% when uncharged and at 54% when fully charged. It also has other positives, as it renders Lucas invincible on frames 1-4, grants intangibility to his head on frames 15-29 and has a very large hitbox, making it a good anti-air attack if used correctly. It appears to be based on {{s|wikibound|PK Love}}, Lucas' signature PSI attack from ''{{s|wikibound|Mother 3}}''. | |usmashdesc=Emits a large blast of PSI energy above his head. Despite in-game tips saying it is the most powerful up smash in the game and can attack opponents hanging on the edge, neither of these tips are true; it is only the fifth strongest up smash in the game, and completely whiffs most edge-hanging characters unless their head pokes above the edge. It is a "high-risk, high-reward" attack; it has an extreme amount of ending lag, which makes it very punishable if missed, but it is strong enough to KO at 80% when uncharged and at 54% when fully charged. It also has other positives, as it renders Lucas invincible on frames 1-4, grants intangibility to his head on frames 15-29 and has a very large hitbox, making it a good anti-air attack if used correctly. It appears to be based on {{s|wikibound|PK Love}}, Lucas' signature PSI attack from ''{{s|wikibound|Mother 3}}''. | ||
|dsmashname= | |dsmashname= | ||
|dsmashdmg={{ChargedSmashDmgSSB4|17}} (clean), {{ChargedSmashDmgSSB4|14}} (mid), {{ChargedSmashDmgSSB4|11}} (late) | |dsmashdmg={{ChargedSmashDmgSSB4|17}} (clean), {{ChargedSmashDmgSSB4|14}} (mid), {{ChargedSmashDmgSSB4|11}} (late) | ||
|dsmashdesc=Aims his arm diagonally downward and emits three consecutive blasts of PSI energy towards the ground while holding his hand in a | |dsmashdesc=Aims his arm diagonally downward and emits three consecutive blasts of PSI energy towards the ground while holding his hand in a fingergun-gesture. With each consecutive blast, its range increases at the expense of progressively reduced damage and knockback. It is one of the strongest down smashes in the game when clean, as it is able to KO middleweights as low as 60% near the edge of Final Destination depending on the opponent's 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 unlike in ''Brawl'', making it somewhat unsafe on shield. | ||
|nairname= | |nairname= | ||
|nairdmg=2% (hits 1-4), 4% (hit 5) | |nairdmg=2% (hits 1-4), 4% (hit 5) | ||
|nairdesc=Tumbles while emitting blasts of PSI energy around his torso. Each hit has numerous [[freeze frame]]s and it has good combo potential, despite being susceptible to SDI. | |nairdesc=Tumbles while emitting blasts of PSI energy around his torso. Each hit has numerous [[freeze frame]]s and it has good combo potential, despite being susceptible to SDI. The final hit can KO middleweights at around 91% near the horizontal blast lines. The hitboxes' long durations also make it decent for edgeguarding. It has fast startup lag (frame 7), low ending and landing lag (13 frames). | ||
|fairname= | |fairname= | ||
|fairdmg=11.5% (sweetspot), 9% (sourspot), 8% (late) | |fairdmg=11.5% (sweetspot), 9% (sourspot), 8% (late) | ||
|fairdesc=A flying kick that emits a blast of PSI energy from his foot. It | |fairdesc=A flying kick that emits a blast of PSI energy from his foot. It has the lowest [[landing lag]] of Lucas' aerials (12 frames), along with being quick (frame 9) and disjointed, making it a good offstage option and one of Lucas' better [[spacing]] options in his kit. Its sweetspot deals the most knockback and can KO Mario at the edge at 109% on Battlefield. This move's sourspot can [[lock]] opponents at early percents. | ||
|bairname= | |bairname= | ||
|bairdmg= 12% (sweetspot), 9% (sourspot), 7% (late) | |bairdmg= 12% (sweetspot), 9% (sourspot), 7% (late) | ||
|bairdesc=A | |bairdesc=A backflipping bicycle 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 meteor smashing hitbox can KO rather early offstage and is useful for edgeguarding. The last hitbox of this move can [[lock]] opponents at early percents. | ||
|uairname= | |uairname= | ||
|uairdmg=13% | |uairdmg=13% | ||
|uairdesc=An upward headbutt. Its hitbox has become smaller since ''Brawl'' and is now static and misleading, | |uairdesc=An upward-arcing headbutt. Its hitbox has become smaller since ''Brawl'', and is now static and misleading with a noticeable blindspot in front of and under him (even missing characters with large hurtboxes, such as {{SSB4|Bowser}}). However, it deals respectable high damage and knockback render it one of the strongest up aerials in the game, as it KOs middleweights at around 113% near the upper blast line. At 70% and lower, it is an effective juggling and combo tool, as it leads into itself and other aerials upon landing. | ||
|dairname= | |dairname= | ||
|dairdmg=3.5% (hits 1-3), 5% (hit 4) | |dairdmg=3.5% (hits 1-3), 5% (hit 4) | ||
|dairdesc=An alternating series of [[Stomp (archetype)|stomps]], with each stomp emitting a small blast of PSI energy from his feet. Like his back aerial, it is disjointed and has a meteor smash hitbox below himself on the fourth and last hit. The move itself is also difficult to | |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 successfully connect all hits into each other on smaller grounded opponents, such as {{SSB4|Pikachu}} and {{SSB4|Kirby}}. The last hitbox of this move can [[lock]] opponents at low percents. | ||
|zairname= | |zairname=[[Rope Snake]] ({{ja|ヒモヘビ|Himohebi}}) | ||
|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 | |zairdesc=Unfurls {{s|wikibound|Duster}}'s {{s|wikibound|Rope Snake}} in front of himself. It can damage opponents and function as a [[tether recovery]]. | ||
|grabname=Rope Snake ({{ja|ヒモヘビ|Himohebi}}) | |grabname=Rope Snake ({{ja|ヒモヘビ|Himohebi}}) | ||
|grabdesc=Unfurls Duster's Rope Snake in front of himself. | |grabdesc=Unfurls Duster's Rope Snake in front of himself. All grabs have relatively long range at the expense of long ending lag, and Lucas' standing grab is deceptively quick for a tether grab (frame 12), although his dash and pivot grabs are very slow. In addition, Lucas' grabs have overall short range relative to the other tether grabs. | ||
|pummelname= | |pummelname= | ||
|pummeldmg=1.2% | |pummeldmg=1.2% | ||
|pummeldesc=A headbutt. Tied with Ness, Kirby and {{SSB4|Fox}}'s pummels as the third fastest pummel in the game. However, it is the least damaging pummel in the game. | |pummeldesc=A headbutt. Tied with {{SSB4|Ness}}, {{SSB4|Kirby}} and {{SSB4|Fox}}'s pummels as the third-fastest pummel in the game. However, it is tied with Lucas, Fox and {{SSB4|Samus}}' pummel for being the second-least damaging pummel in the game, surpassed by {{SSB4|Lucario}} at 0% [[aura]]. | ||
|fthrowname= | |fthrowname= | ||
|fthrowdmg=10% | |fthrowdmg=10% | ||
|fthrowdesc=Telekinetically throws the opponent in front of himself. | |fthrowdesc=Telekinetically throws the opponent in front of himself. It is the third-strongest throw in the game, surpassed by only {{SSB4|Bowser}}'s and {{SSB4|Wario}}'s. It KOs around 100%-160% near the edge of Final Destination depending on the opponent's weight and DI. Aside from killing, it is also effective at setting up an edgeguard. | ||
|bthrowname= | |bthrowname= | ||
|bthrowdmg=10% | |bthrowdmg=10% | ||
|bthrowdesc=Telekinetically throws the opponent behind himself. It is | |bthrowdesc=Telekinetically throws the opponent behind himself. It is Lucas' strongest throw and the third-strongest back throw in the game (like his forward throw), being surpassed only by Ness and {{SSB4|Villager}}'s, respectively. It can KO even the heaviest of characters at 158% near the edge of Final Destination without [[rage]]. Similar to forward throw, it is also effective for setting up edgeguards. | ||
|uthrowname= | |uthrowname= | ||
|uthrowdmg=10% | |uthrowdmg=10% | ||
|uthrowdesc=Telekinetically whirls the opponent around his head, then throws them directly overhead. The third strongest up throw in the game, being surpassed only by {{SSB4|Mewtwo}} and {{SSB4|Charizard}}'s, as it KOs around 120%-180% depending on the opponent's weight and DI. | |uthrowdesc=Telekinetically whirls the opponent around his head, then throws them directly overhead. The third-strongest up throw in the game, being surpassed only by {{SSB4|Mewtwo}} and {{SSB4|Charizard}}'s, as it KOs around 120%-180% depending on the opponent's weight and DI. | ||
|dthrowname= | |dthrowname= | ||
|dthrowdmg=6.5% | |dthrowdmg=6.5% | ||
|dthrowdesc=Telekinetically slams the opponent into the ground head first. Lucas' primary combo starter, as it can lead into all of his aerials at a wide range of percentages, depending on DI. His up aerial specifically becomes a viable KO combo after | |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 using down throw. Additionally, it inflicts 6 frames of [[hitlag]] on the opponent upon releasing them. Although the opponent appears [[Bury|buried]], this is purely aesthetic. | ||
|floorfname= | |floorfname= | ||
|floorfdmg=7% | |floorfdmg=7% | ||
|floorfdesc= | |floorfdesc=Legsweeps around himself in a circle while getting up. | ||
|floorbname= | |floorbname= | ||
|floorbdmg=7% | |floorbdmg=7% | ||
|floorbdesc= | |floorbdesc=Legsweeps around himself in a circle while getting up. | ||
|floortname= | |floortname= | ||
|floortdmg=5% | |floortdmg=5% | ||
|floortdesc= | |floortdesc=Performs a {{s|wikipedia|dropkick}} behind himself and then in front of himself with both hands planted on the ground while getting up. | ||
|edgename= | |edgename= | ||
|edgedmg=7% | |edgedmg=7% | ||
|edgedesc=Performs a low- | |edgedesc=Performs a low-angled sweep kick while climbing up. | ||
|nsname=PK Freeze | |nsname=PK Freeze | ||
|nsdmg=9%-22% | |nsdmg=9%-22% | ||
|nsdesc=Emits a [[wikibound:PK Freeze|snowflake-shaped blast of PSI energy]] from his head that [[Frozen|freezes]] opponents. The direction of the blast's path can be controlled, it can be made stronger by holding the special button and it can be concluded at a deceptively | |nsdesc=Emits a [[wikibound:PK Freeze|snowflake-shaped blast of PSI energy]] from his head that [[Frozen|freezes]] opponents. The direction of the blast's path can be controlled, it can be made stronger by holding the special button and it can be concluded at a deceptively quick speed. A notoriously effective edgeguarding tool, as it launches opponents forwards with great maneuverability, as well as possessing a large hitbox. However, it renders Lucas [[helpless]] if performed in the air. | ||
|ssname=PK Fire | |ssname=PK Fire | ||
|ssdmg=3% (lightning), 6% (fire) | |ssdmg=3% (lightning), 6% (fire) | ||
|ssdesc=Thrusts both of his hands forward to release a [[wikibound:PK Fire|lightning bolt-shaped PSI projectile]] from his hands. Unlike Ness' PK Fire, Lucas' | |ssdesc=Thrusts both of his hands forward to release a [[wikibound:PK Fire|lightning bolt-shaped PSI projectile]] from his hands. Unlike Ness' PK Fire, Lucas' PK Fire results in a brief, fiery explosion of PSI energy that launches the opponent forwards, rather than a long-lasting pillar of fiery PSI energy. It is further differentiated from Ness' PK Fire in that it flies straight ahead regardless of whether it is performed on the ground or in the air, as well as causing a minimal amount of recoil both on the ground and in the air, making it more effective as a spacing and horizontal recovery tool than Ness' PK Fire. | ||
|usname=PK Thunder | |usname=PK Thunder | ||
|usdmg=2.5% (projectile head), 0.8% (projectile tail, rapid hits), 8% (PKT2 initial), 2% (PKT2 rapid hits 1-5), 1.5% (PKT2 rapid hits 6-10), 10% (PKT2 last) | |usdmg=2.5% (projectile head), 0.8% (projectile tail, rapid hits), 8% (PKT2 initial), 2% (PKT2 rapid hits 1-5), 1.5% (PKT2 rapid hits 6-10), 10% (PKT2 last) | ||
|usdesc=Emits a [[wikibound:PK Thunder|streaming, electrical | |usdesc=Emits a [[wikibound:PK Thunder|streaming, electrical ball of thunder]] from his head. It can be directed into Lucas to launch him at a high speed. It doesn't disappear after hitting an opponent and instead hits multiple times, giving it damage-racking and gimping potential. This effect also applies PK Thunder 2, with Lucas hitting an opponent multiple times upon colliding with them before launching the opponent with high knockback. Deals immense damage if all of PK Thunder 2's hits connect, making it one of the most damaging up specials in the game. It is also a versatile [[recovering]] option if the projectile collides with Lucas, as it covers great distance while being hard to properly counter itself due to its multi-hitting and intangible properties. | ||
|dsname=PSI Magnet | |dsname=PSI Magnet | ||
|dsdmg=8% (ending), heals 2.5× the damage of absorbed projectiles (maximum 30%) | |dsdmg=8% (ending), heals 2.5× the damage of absorbed projectiles (maximum 30%) | ||
|dsdesc=Thrusts his arm forward to emit a [[wikibound:PSI Magnet|glowing orb of PSI energy]] around his outstretched hand. | |dsdesc=Thrusts his arm forward to emit a [[wikibound:PSI Magnet|glowing orb of PSI energy]] around his outstretched hand, which comes out quicker and absorbs more damage than Ness' variant. If absorbing energy-based projectiles, it will heal him. When a projectile hits him from behind, Lucas will turn around and heal from it, but not as consistently as in ''Brawl''. It also has offensive utility, due to it being safe on shield, dealing damage and launching at a [[semi-spike]] against opponents inside of it when it dissipates. | ||
|dsc1name=N/A | |dsc1name=N/A | ||
|dsc2name=N/A | |dsc2name=N/A | ||
Line 436: | Line 440: | ||
|fsname=PK Starstorm | |fsname=PK Starstorm | ||
|fsdmg=8% (per hit) | |fsdmg=8% (per hit) | ||
|fsdesc=Summons [[wikibound:PK Starstorm|a shower of falling stars]] to repeatedly | |fsdesc=Summons [[wikibound:PK Starstorm|a shower of falling stars]] to repeatedly annihiliate his opponents. 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=== | ===Stats=== | ||
Line 473: | Line 477: | ||
|djump = 34.48 | |djump = 34.48 | ||
|rdjump = 24 | |rdjump = 24 | ||
}} | }} | ||
Line 492: | Line 494: | ||
{{Taunt/SSB4 | {{Taunt/SSB4 | ||
|char=Lucas | |char=Lucas | ||
|desc-up=Trips, shakes his head, and gets back up. | |desc-up=Trips, falls on his bottom, shakes his head, and gets back up. | ||
|desc-side=Duster's Rope Snake taps Lucas on the shoulder and has a brief conversation with him, as Lucas shrugs at it. | |desc-side=Duster's Rope Snake taps Lucas on the shoulder and has a brief conversation with him, as Lucas shrugs at it. | ||
|desc-down= | |desc-down=Angrily positions his right hand up to his forehead and grunts while generating small bursts of PSI energy from his index and middle fingers, then swings his hand down to emit a trail of PSI energy.}} | ||
===[[Idle pose]]s=== | ===[[Idle pose]]s=== | ||
{{Idle | {{Idle | ||
|desc-1=Taps the toes of his shoes on the ground. | |desc-1=Taps the toes of his shoes on the ground. | ||
|desc-2= | |desc-2=Cowardly shakes his fists in front of his face. | ||
|image-1=LucasIdlePose1WiiU.jpg | |image-1=LucasIdlePose1WiiU.jpg | ||
|image-2=LucasIdlePose2WiiU.jpg}} | |image-2=LucasIdlePose2WiiU.jpg}} | ||
===[[Crowd cheer]]=== | ===[[Crowd cheer]]=== | ||
{{Crowd | |||
|game=SSB4 | |||
|char=Lucas | |||
|desc-us=Lu-cas! | |||
|desc-jp=Ryuuu-ka! | |||
|pitch-us=Female | |||
| | |pitch-jp=Female}} | ||
| | |||
|- | |||
|- | |||
|- | |||
===[[Victory pose]]s=== | ===[[Victory pose]]s=== | ||
Line 533: | Line 518: | ||
|victory-theme=MotherUniverseTheme.ogg | |victory-theme=MotherUniverseTheme.ogg | ||
|victory-desc=A flourished, sped-up remix of a portion of [[wikibound:Mother (video game)|''EarthBound Beginnings'']]{{'}} theme song. | |victory-desc=A flourished, sped-up remix of a portion of [[wikibound:Mother (video game)|''EarthBound Beginnings'']]{{'}} theme song. | ||
|desc-1=With his back toward the screen, Lucas crouches while poking at something on the ground with a large stick. After the camera zooms in, he then turns his head around to face the screen | |desc-1=With his back toward the screen, Lucas crouches while poking at something on the ground with a large stick. After the camera zooms in, he then turns his head around to face the screen, questionably saying "Huh?" while briefly sporting a surprised expression, then smiles. | ||
|desc-2=Forcefully pulls one of the {{s|wikibound|Seven Needles}} out of the ground, sending it flying off-screen while Lucas looks toward the screen in a battle-ready pose. | |desc-2=Forcefully pulls one of the {{s|wikibound|Seven Needles}} out of the ground, sending it flying off-screen while Lucas looks toward the screen in a battle-ready pose. | ||
|desc-3=Bends down on | |desc-3=Bends down on a single knee and waves his right arm in from himself while releasing blasts of PSI energy from his index and middle fingers. | ||
|char=Lucas}} | |char=Lucas}} | ||
==In [[competitive play]]== | ==In [[competitive play]]== | ||
===Tier placement and history=== | |||
During his release, Lucas was considered to have improved from ''Brawl'' due to the beneficial changes to the the game's physics. 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 ranking. Following the buffs to his attacks, as well as decent tournament representation and results (the latter point especially being 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 rendering him as a mid-tier. | |||
His positive perspective from Taiheita and his ongoing potential would led Lucas to a very slight rise to 32nd on the third, and then to 28th/29th on the fourth tier list and final tier list, now tied with {{SSB4|Ness}} for the bottom of high-tier. While lacking as much tournament representation as other mid/high-tier characters, his results have been good enough to secure his current ranking. Despite this, Lucas' current ranking on the final tier list is still debatable, Lucas' results and representation began to show a series of decline in Japan ever since Taiheita's retirement. Since Taiheita's last tournament, several other players were unable to match Taiheita's success. Towards the end of the metagame, while the Lucas meta in Japan began to decline, his fellow ''EarthBound'' fighter, Ness, on the other hand, rose in Japan. {{Sm|Gackt}} and {{Sm|taranito}}, two of the top {{SSB4|Ness}} players, have started to place better and achieved milestones. Such achievements include Gackt's 17th placing at [[The Big House 7]] and taranito's 17th placing at [[EVO Japan 2018]] with both of them defeating multiple top players such as {{Sm|Abadango}}, {{Sm|komorikiri}}, and {{Sm|ANTi}}. Due to these factors, players believe that Lucas should be ranked noticeably lower, citing his waning meta combined with Ness' more energetic developments. The other smashers, on the other hand, advocate that Lucas' strengths remain potent in spite of these points, and that his current ranking on the tier list is accurate. | |||
===Most historically significant players=== | ===Most historically significant players=== | ||
<!--This character has a ten player limit for this section. Before adding and/or removing a player, read these guidelines: https://www.ssbwiki.com/SmashWiki:Notability#%22Most_historically_significant_players%22_guidelines --> | <!--This character has a ten player limit for this section. Before adding and/or removing a player, read these guidelines: https://www.ssbwiki.com/SmashWiki:Notability#%22Most_historically_significant_players%22_guidelines --> | ||
''Any number following the Smasher name indicates placement on the [[PGR 100]], which recognizes the official top 100 players in [[Super Smash Bros. 4]] of all time.'' | |||
''See also: [[:Category:Lucas players (SSB4)]]'' | ''See also: [[:Category:Lucas players (SSB4)]]'' | ||
*{{Sm|Agehasama|Japan}} - One of the best Lucas players in Japan | *{{Sm|Agehasama|Japan}} - One of the best Lucas players in Japan. Placed 13th at {{Trn|Sumabato 19}}, 17th at {{Trn|Sumabato 20}}, and 25th at {{Trn|Umebura 32}} with wins over players such as {{Sm|Sigma}}, {{Sm|Oisiitofu}}, and {{Sm|Gomamugitya}}. Ranked 110th on the [[JAPAN Power Rankings]]. | ||
*{{Sm|Hakadama|Japan}} - One of the best Lucas players in Japan, | *{{Sm|Genarog|Italy}} - Co-mained Lucas alongside {{SSB4|Bayonetta}} and is one of the best Lucas players in Europe. Placed 3rd at {{Trn|Nemiex Pro Tournament II}}, 5th at {{Trn|ICARUS II}} and {{Trn|Nemiex Pro Tournament I}}, and 7th at {{Trn|Respawn 6}} and {{Trn|ICARUS IV}}. Ranked 3rd on the [[Italian Power Rankings]]. | ||
*{{Sm| | *{{Sm|Hakadama|Japan}} - One of the best Lucas players in Japan. Placed 1st at [http://challonge.com/HST13singles HST 13], 2nd at both [https://challonge.com/HST14 HST 14] and [http://challonge.com/HST22Singles HST 22], 4th at {{Trn|Sumabato 24}}, and 9th at {{Trn|HST Final}} with wins over players such as {{Sm|komorikiri}}, {{Sm|Suinoko}} and {{Sm|Sigma}}. Ranked 82nd on the [[JAPAN Power Rankings]]. | ||
*{{Sm| | *{{Sm|Luco|Australia}} - Co-mained Lucas alongside {{SSB4|Ness}} and was the best Lucas player in Australia. Placed 2nd at {{Trn|Poi Poundaz}}, 3rd at both {{Trn|Battle Arena Melbourne 9}} and {{Trn|DI Another Day 2}}, and 5th at {{Trn|Expand Gong 3}} with wins over players such as {{Sm|Keitaro}} and {{Sm|Ghost}}. Ranked 10th on the [[Australian Power Rankings]]. | ||
*{{Sm| | *{{Sm|Mekos|USA}} - The best Lucas player in the world by the end of the game's active lifespan. Placed 13th at {{Trn|MomoCon 2016}} and {{Trn|Glitch 2}}, 17th at {{Trn|2GG: Hyrule Saga}}, and 25th at both {{Trn|2GGC: Greninja Saga}} and {{Trn|DreamHack Atlanta 2017}} with wins over players such as {{Sm|Nairo}}, {{Sm|Saj}}, and {{Sm|ScAtt}}. | ||
*{{Sm|NovaPixl|USA}} - Placed 9th at {{Trn|WTFox 2}}, 13th at {{Trn|MomoCon 2016}}, 17th at {{Trn|MomoCon 2018}}, and 33rd at {{Trn|MomoCon 2017}} wins over players such as {{Sm|Pink Fresh}}, {{Sm|ScAtt}}, and {{Sm|NickRiddle}}. Formerly ranked 8th on the [[Georgia Power Rankings]]. | |||
*{{Sm|Taiheita|Japan}} (#58) - The best Lucas player in the world throughout most of the game's lifespan. Placed 3rd at {{Trn|Sumabato 16}}, 5th at both {{Trn|Sumabato 8}} and {{Trn|Umebura S.A.T.}}, 13th at {{Trn|Umebura 23}}, and 17th at {{Trn|Super Smash Con 2016}} with wins over players such as {{Sm|Abadango}}, {{Sm|Marss}}, and {{Sm|Ranai}}. Formerly ranked as high as 16th on the [[JAPAN Power Rankings]]. | |||
==[[Trophies]]== | ==[[Trophies]]== | ||
Lucas | Lucas comes with matching character trophies, which are unlocked as usual. However, his "(Alt.)" trophy will also be automatically granted upon booting up the {{GameIcon|ssb4-u}} version. His existing non-fighter trophy remains in the game, completely unchanged; both it and the Classic trophy are simply labeled as "Lucas" in-game. | ||
{{Trophy/Fighter | {{Trophy/Fighter | ||
Line 666: | Line 635: | ||
*Lucas is the only [[starter character]] and [[newcomer]] from ''Brawl'' to be available as [[downloadable content]]. | *Lucas is the only [[starter character]] and [[newcomer]] from ''Brawl'' to be available as [[downloadable content]]. | ||
**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 | **He is also the only character to be initially unplayable in the next installment before regaining his 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. | *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. | ||
**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 | *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 catch up with the velocity change and will remain up. This technical oversight leads to [https://www.youtube.com/watch?v=uIdHuVTJ7S4 odd results]. However, this oversight does not occur in {{for3ds}}. | ||
*Lucas' amiibo description on the official amiibo website is a combination of his Classic Mode trophy descriptions from ''Brawl'' and ''SSB4''. | *Lucas' amiibo description on the official amiibo website is a combination of his Classic Mode trophy descriptions from ''Brawl'' and ''SSB4''. | ||
**Oddly, his amiibo description carried over his ''Brawl'' trophy's mistranslation of his home, Tazumili Village, rather than its correct translation, Tazmily Village. | **Oddly, his amiibo description carried over his ''Brawl'' trophy's mistranslation of his home, Tazumili Village, rather than its correct translation, Tazmily Village. | ||
*Lucas is the only veteran DLC character to have recycled voice clips. | *Lucas is the only veteran DLC character to have recycled voice-clips. | ||
**He is also the only veteran DLC character to not have his voice actress in the DLC credits. His voice actress, however, was in the original credits before his return, as [[Bowser Jr. (SSB4)|Larry, Morton, Wendy and Lemmy]], and [[Lyn]] | **He is also the only veteran DLC character to not have his voice actress in the DLC credits. His voice actress, however, was in the original credits before his return, as [[Bowser Jr. (SSB4)|Larry, Morton, Wendy and Lemmy]], and [[Lyn]] retain her portrayals from ''New Super Mario Bros. Wii'' and ''Brawl'', respectively. | ||
**He is also the only DLC character to speak English in the Japanese version of the game, though {{SSB4|Bayonetta}} can be technically included if her "A Witch With No Memories" alternate costume is counted. | **He is also the only DLC character to speak English in the Japanese version of the game, though {{SSB4|Bayonetta}} can be technically included if her "A Witch With No Memories" alternate costume is counted. | ||
**Additionally, he is the only DLC character whose [[Final Smash]] is not showcased in [[List of Super Smash Bros. 4 character trailers#Lucas|his reveal trailer]]. | **Additionally, he is the only DLC character whose [[Final Smash]] is not showcased in [[List of Super Smash Bros. 4 character trailers#Lucas|his reveal trailer]]. | ||
*Oddly, Lucas' forward aerial has a hitbox that will load, but will then be deleted [http://opensa.dantarion.com/s4/mastercore3/dump/160/lucas#JumpTo_069_0X68FDC9A2_68FDC9A2 at the same time it appears]. This hitbox deals 6% and has a punching sound effect on contact. However, it [https://www.youtube.com/watch?v=Ye4Ls-y7RuI can be restored] via [[Gameplay modification|modding]]. | *Oddly, Lucas' forward aerial has a hitbox that will load, but will then be deleted [http://opensa.dantarion.com/s4/mastercore3/dump/160/lucas#JumpTo_069_0X68FDC9A2_68FDC9A2 at the same time it appears]. This hitbox deals 6% and has a punching sound effect on contact. However, it [https://www.youtube.com/watch?v=Ye4Ls-y7RuI can be restored] via [[Gameplay modification|modding]]. | ||
*Lucas has [https://imgur.com/2So22R8 unused references] to [https://i.imgur.com/rxSud3k.png custom] [https://imgur.com/aAMCDtB moves]. | *Lucas has [https://imgur.com/2So22R8 unused references] to [https://i.imgur.com/rxSud3k.png custom] [https://imgur.com/aAMCDtB moves]. | ||
**Additionally he has [https://www.youtube.com/watch?v=qH1ggUXJaAs unused behavior] for his PK Thunder that functions just like Ness' PK Thunder. | **Additionally, he has [https://www.youtube.com/watch?v=qH1ggUXJaAs unused behavior] for his PK Thunder that functions just like Ness' PK Thunder. | ||
*According to an interview with Sakurai, Lucas' alternate costumes were all chosen by [https://sourcegaming.info/2016/02/23/nintendo-dream-interview-with-sakurai-part-2/ one of the game's designers.] | *According to an interview with Sakurai, Lucas' alternate costumes were all chosen by [https://sourcegaming.info/2016/02/23/nintendo-dream-interview-with-sakurai-part-2/ one of the game's designers.] | ||
*Lucas is the first and only DLC character who was released alongside others that were revealed later. | *Lucas is the first and only DLC character who was released alongside others that were revealed later. |