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'''Lucas''' ({{ja|リュカ|Ryuka}}, ''Lucas'') is a playable character in ''[[Super Smash Bros. Ultimate]]''. Lucas was revealed along with {{SSBU|Ness}} and all other previous veterans on June 12th, 2018 and is classified as [[Fighter number|Fighter #37]]. | |||
As in ''[[Smash 4]]'', {{s|wikipedia|Lani Minella}}'s portrayal of Lucas from ''[[Brawl]]'' was repurposed for ''Ultimate''. | |||
As in ''[[ | |||
==How to unlock== | ==How to unlock== | ||
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*Clear {{SSBU|Classic Mode}} with {{SSBU|Kirby}} or any character in his unlock tree, being the 7th character unlocked after {{SSBU|Corrin}}. | *Clear {{SSBU|Classic Mode}} with {{SSBU|Kirby}} or any character in his unlock tree, being the 7th character unlocked after {{SSBU|Corrin}}. | ||
*Have Lucas join the player's party in [[World of Light]]. | *Have Lucas join the player's party in [[World of Light]]. | ||
Lucas must then be defeated on [[New Pork City]] | With the exception of the third method, Lucas must then be defeated on [[New Pork City]]. | ||
==Attributes== | ==Attributes== | ||
Being a pseudo-clone of {{SSBU|Ness}}, Lucas shares attributes with him in terms of special moves. However, the two are very different from each other in gameplay. Lucas is a middleweight that has slow [[walking]] speed, average [[dashing]] speed and [[gravity]], fast [[air speed]], and below-average [[falling speed]]. He makes up for his lack of ground mobility with the speed of his attacks, with many possessing low lag, allowing him to rack up damage quickly and safely | {{incomplete|Needs an ending summary of how the character is best played}} | ||
Being a pseudo-clone of {{SSBU|Ness}}, Lucas shares attributes with him in terms of special moves. However, the two are very different from each other in gameplay. Lucas is a middleweight that has slow [[walking]] speed, average [[dashing]] speed and [[gravity]], fast [[air speed]], and below-average [[falling speed]]. He makes up for his lack of ground mobility with the speed of his attacks, with many possessing low lag, allowing him to rack up damage quickly and safely. | |||
One of Lucas's greatest strengths lies in his excellent comboing and aerial games. At low to mid percents, neutral air combos into itself, which was mostly popularized by {{Sm|Remi|}}, and all of his aerials, being one of his best combo starters. His forward air also has the ability to chain into itself at low percents. Because Lucas can cancel his jump by using an technique called "Double Jump Cancel Z-air" as the tether grab can also combo into itself across the entire stage. Up air can also combo into itself multiple times; when utilized alongside platforms for assistance, it can potentially rack up to 70%. Down tilt can also loop into itself starting at around 80% until the opponent is primed for up throw, forward smash, down smash or forward tilt, especially against fast-fallers like {{SSBU|Fox}} or {{SSBU|Greninja}} and large characters like {{SSBU|Bowser}}. Because of changes in the engine from ''SSB4'' to ''Ultimate'', grounded spikes cannot be teched. This gives Lucas the ability to loop [[Lucas (SSBU)/Down aerial|down air into itself]] and finish the opponents off with forward smash, down smash or forward air. Lastly, aerial spikes aren't techable if they reach a certain [[knockback]] this causes back aerial to loop into itself and his other aerials as well at around 60%, even though this is more niche and harder to pull off as all the other loops. | |||
His [[Rope Snake]] tether grab has very low endlag and moderate range. His up and back throws are among the strongest of their kind, making them good [[KO]]ing options. His forward throw is also very powerful, though not to the same degree as his up and back throws. His down throw however, has been severly nerfed compared to ''SSB4'', as Lucas is virtually unable to get any follow-ups from down throw if the opponent is past 30%. This made players uncertain how to judge and play Lucas, as he was a pseudo-grappler in SSB4. | |||
Lucas also possesses some strong ground moves, primarily down tilt and forward tilt are worth noticing. Down tilt doesn't have a lot of range but it makes up for it by being just as fast as {{SSBU|R.O.B.}}'s down tilt and only being 1 frame laggier. Combined with the fact that the close hitbox can combo into jab, forward tilt, forward air, and (at high percents or against fast-fallers) a grab, it's definitely a grounded move to respect. | |||
Forward tilt is a strong disjointed poking tool that when angled up can anti air a plethora of moves. It can also easily 2-frame recoveries when angled down. It's also extremely safe on shield and can only be punished by {{SSBU|Link}}'s [[Spin Attack]] from out of shield. | |||
Up tilt is also used to pop opponents out of the air similar to forward tilt but can combo into up air if they are around 30%. Tap jump is advised in order to do so as that's the only way to bypass the short hop macro. | |||
Jab is a useful "get off me" and combo tool, but overall outclassed by down tilt's frame data and utility. | |||
Dash attack comes out fairly slow, and slows Lucas' ground speed while executing it. However, its hitbox is pretty large and can 2-frame or hit an opponent on the edge. Unlike most dash attacks, it can function as a reasonably strong KO option, as its sweetspot is strong enough to KO {{SSBU|Mario}} at 105% at the edge. In comparison, its sourspot is much weaker, yet dash attack's decent interruptbility and its sourspot's higher launching angle make it serviceable for setting up aerial pressure. | |||
Lucas | Lucas' [[smash attack]]s also have a lot of utility, being overall among the strongest smash attacks in the game. While his forward smash is his weakest in terms of range and knockback (though still high), it makes up for it by being his fastest smash attack, this move also has the ability to [[reflect]] projectiles. Lastly, forward smash also has a tipper hitbox that KOs a lot earlier. Down smash has Lucas strike the ground three times in front of him; each hit getting progressively larger, but also getting progressively weaker (with the first hit of the move possessing very high knockback). This makes the move incredibly useful for ending jab lock combos, [[edge-guarding]] and [[Edge#2 frame punish|2-frame punishes]]. It also has a large hitbox that enables it to catch opponents directly below certain stages, thus being one of his best edgeguarding and KOing moves. His up smash has invincibility on frame 1-7 which therefore also avoids grabs. It also has extremely high knockback that can KO reliably at low percentages. However, the start-up and recovery is extremely high thus making it a "high risk, high reward" read and punish option. These smash attacks altogether give him a great punish game. | ||
Shortly coming back to Lucas' aerial game. His neutral aerial has a small hitbox and loses to nearly any hitbox in the game. However it's also active for 15 frames straight making it ideal to catch airdodges, spotdodges and jumps from the ledge, as well as being an effective combo starter and extender. His back aerial is a [[meteor smash]] when sweetspotted and slightly disjointed. His forward aerial is his best spacing aerial as it has massive range, is one of the safest aerials in the game, can combo into itself repeatedly and has strong knockback making it a reliable KOing option. His up aerial is a juggling tool and combo starter that can KO at really high percentages. His down aerial consists of four hits with the final hit having a modest meteor effect and is very versatile overall, having some notable uses: dragging opponents down to the bottom blastzone, short hop chaining the move on grounded opponents at certain percentages to rack up damage, and the grounded meteor smash can be comboed into a KO confirm (such as forward smash, down smash, forward aerial, or up aerial). Finally his grab aerial sends out Rope Snake who deals damage and can be used as a [[tether]] recovery, its ability to be [[Double Jump Cancel Z-air|double jumped canceled]] makes it a useful combo tool and to move opponents across the stage. | |||
Three of Lucas' special moves, [[PK Fire]], [[PK Thunder]], and [[PSI Magnet]], share the same name as {{SSBU|Ness}} but function differently, while [[PK Freeze]] is unique to him. PK Freeze freezes opponents and now launches opponents horizontally with high knockback, enabling it to KO off-stage opponents at ludicrously low % and making it one of his most infamous edge-guarding techniques. PK Fire sends a fiery bolt straight forward which explodes on contact. It doesn't explode on shields however. It's a decent spacing tool that deals moderate knockback and can be used to snipe offstage opponents for a KO or even as a combo extender. PK Thunder does not disappear upon hitting an opponent like Ness's but instead the tail hits multiple times. The orb of PK-Thunder has very high knockback and hitstun even at lower % making it possible to combo into itself, drag the opponent to the blastline and send off-stage opponents far enough from the stage to completely prevent them from recovering, making it an amazing gimping option. | |||
It does disappear when it collides with a hard [[platform]] or wall. It also disappears when an opponent hits Lucas while he is doing the attack. PK Thunder 2 sends him a much greater distance than Ness', making it a much safer and reliable [[recovery]] and allows him to safely go far off to the sides or far below the stage to edge-guard his opponents, though it lacks the early KO potential of its counterpart. Thanks to these special moves, along with his forward, back and down aerials, Lucas has one of the best edge-guarding games among the cast. | |||
Finally, PSI Magnet absorbs energy based [[projectile]]s. The amount of damage it heals depends on the projectile's power as it heals 1,66x more as the projectile capping at 30%. This makes the move useful for improving Lucas' survivability and to discourage projectile camping from characters with energy projectiles. If projectiles are absorbed while grounded, the end lag after the absorption can be cancelled on the same frame as the absorption with a jump, dodge, or spot dodge, improving the move's safety on the ground. The initial startup of the move contains a windbox that will pull opponents closer to Lucas, in the air, the strength of the windbox scales based on the opponents percentage, which can be useful for setting up an edge-guard situation. The move also has a semi-spike hitbox upon releasing the special button. Said hitbox is also one of the safest non projectile moves on shield in the game (being +0 on block), and can lead into some combos at low percentages (PSI Magnet into dash attack or grab aerial being some examples) and KO opponents at high percentages. | |||
However, Lucas is not without his drawbacks. Possibly his most noticeable flaw is his poor defensive game. Because grabs out of shield have an additional 4 frames of start-up in ''Ultimate'' and Lucas lacks a very fast aerial or up smash, his out of shield game is among the worst in the cast. Additionally, because his overall grounded mobility is average at best, and some of his attacks have rather short range, Lucas primarily struggles with rushdowns, as he can find it difficult to keep out the opponent with forward air and forward tilt. Lucas also struggles in disadvantage, as he doesn't have a good hitbox under him to force landings and being floaty makes him extremely susceptible to getting juggled. He also has a mediocre approach game outside of his PK Fire and his Zair, which leads to his approach becoming predictable and leaving him with few reliable options, especially against fast characters and characters with even longer and more disjointed attacks. Although his recovery is long and flexible, his up special recovery can still be exploited by some characters, as it is rather slow overall. His [[PK Thunder]] can be absorbed or reflected by some characters, while projectiles can disrupt it efficiently. His [[PK Thunder 2]] also can occasionnally have some angling issues and has long ending lag, making Lucas vulnerable to gimps by some characters. Lastly, Lucas' combo game even though extremely deadly and having safe starters is also slow thus requires a read and additional high execution in order to get high damage started. | |||
In the end, | In the end, Lucas fits best into the mix-up type. He has useful zoning options and he can be effective when controlling foes' space and options thanks to his PK Fire, quick disjointed normals, and Rope Snake. However, he can be a formidable foe at close-ranged combat thanks to his amazing comboing and KOing ability, along with his great aerial game. Lucas players must also take advantage of his fantastic edgeguarding game by forcing his opponent off-stage with his powerful throws, with many of his aerials, his smash attacks, his PK Freeze, his PK Fire and his PK Thunder being powerful enough to gimp or KO his opponent at extremely early percents. However, they must be careful in approaching because his zoning options can quickly become predictable, and he can quickly become overwhelmed by his opponents if he is not careful enough, as some of his below-average ranged attacks and his poor defensive game can easily be exploited due to his almost non-existent out of shield options, while his floatiness and lack of a reliable hitbox under him can make him very vulnerable to juggles. As a result of this, Lucas is especially vulnerable against characters with superior mobility and longer disjointed range (such as [[Lucina]] or [[Zero Suit Samus]]) or superior zoning abilities (most notably [[Samus]]). | ||
==Changes from ''[[Super Smash Bros. 4]]''== | ==Changes from ''[[Super Smash Bros. 4]]''== | ||
Near the end of ''SSB4''{{'}}s metagame Lucas was considered a high tier character (28th out of 55), being tied with {{SSB4|Ness}}. In the transition to ''Ultimate'', Lucas has received a mix of buffs and nerfs, but it's difficult to determine whether he has been buffed or nerfed overall. Some of Lucas's biggest strengths from the previous game have been noticeably nerfed, and some of his mix-up options are not as effective as before, but his moveset as a whole is much more consistent, granting him many more options he lacked in the previous game. | |||
Lucas has received | Lucas has received comparetively few nerfs, though most of them have been heavy, with the most notable of these nerfs being the loss of some of his best KO setups, his [[down throw]] no longer combos into any of his aerials beyond very low percentages, and the universally [[tech]]able [[footstool]]s and changes to [[lock]]ing have significantly hindered his previously guaranteed setups into said combos. Overall, Lucas no longer has access to semi-guaranteed KO set-ups from his down throw (into back aerial at the edge, or to up aerial at high percentages), and his footstool-based combos are much less useful unless the opponent isn't able to tech in time. Aside from those nerfs, [[PK Thunder 2]] now has halted momentum at the end of its animation, which shortens his recovery. Lucas also has a slightly harder time landing due to [[PSI Magnet]] no longer halting his momentum in the air. | ||
In spite of these nerfs, Lucas has predominantly received many more significant buffs. His frame data and damage output have all been strengthened as a whole, which has made his attacks generally safer (especially if sweetspotted, due to their [[electric]] effect). Lucas's approach and aerial game are much more effective, as his [[forward aerial|forward]], [[back aerial|back]] and [[up aerial]]s all are now capable of [[autocancel]]ing from a short hop, the former is a much more viable move for KOing, and the latter's hitbox now matches its animation more correctly. His [[grab aerial]] can now be [https://www.youtube.com/watch?v=MA1bVZEyPQ0 double-jump canceled] as well, which now gives him an additional option for approaching | In spite of these nerfs, Lucas has nevertheless predominantly received many more significant buffs. His frame data and damage output have all been strengthened as a whole, which has made his attacks generally safer than in ''SSB4'' (especially if sweetspotted, due to their [[electric]] effect). Lucas's approach and aerial game are much more effective, as his [[forward aerial|forward]], [[back aerial|back]] and [[up aerial]]s all are now capable of [[autocancel]]ing from a short hop, the former is a much more viable move for KOing, and the latter's hitbox now matches its animation more correctly. His [[grab aerial]] can now be [https://www.youtube.com/watch?v=MA1bVZEyPQ0 double-jump canceled] as well, which now gives him an additional option for approaching and can be chained into itself repeatedly or forward air, giving it great combo ability. Also, his [[down aerial]] can now loop into itself at mid to high percentages, while being very difficult to SDI out of, and set-up kill confirms (most notably forward and down smash, and forward air), and the inability to tech grounded meteor smashes benefits his back aerial, which can also loop into itself and his other aerials. Thanks to these buffs, the aforementionned nerfs to his combo game have been somewhat compensated, with the latter and his mix-up options still being extremely effective in his metagame. His grounded game has seen several noteworthy improvements, as [[forward tilt]] has more range and power, his [[up tilt|up]] and [[down tilt]]s have more combo ability, his sweetspotted [[forward smash]] is more powerful, [[up smash]] has exponentially increased power and now renders him invincible for longer, and [[down smash]] can now once again hit opponents multiple times. Finally, Lucas's special moves have all been improved as well; in particular, [[PK Freeze]] has been drastically improved as it, no longer makes Lucas helpless, can travel trough soft and semi-soft platforms, now follows the ground on contact with hard platforms, sends at a lower angle that gives it fearsome [[edgeguarding]] potential, and leaves opponents [[freeze|frozen]] for a much longer period of time at higher percentages. [[PK Fire]] also sends at a lower angle and has more knockback, making it a more impactful projectile when it connects; [[PK Thunder]] travels faster and is an even better edgeguarding and gimping tool; and PSI Magnet absorbs and recovers faster, but the hitbox is 2 frames slower on the release. Thanks to the significant power buffs to most of his already powerful finishers, along with his significantly better edgeguarding game, Lucas is overall a significantly more powerful character, now being able to KO his opponents much more easily and having a considerably better punish game. | ||
Aside from the changes to footstooling and locking, some of the universal changes made to ''Ultimate''{{'}}s engine have significantly benefitted Lucas overall. Like with most other veterans, his previously lacking mobility is somewhat better thanks to his faster [[dash]]ing and [[air speed]]s; combined with his improved aerials and PK Fire, this gives him a significantly more useful neutral game. The increased [[shieldstun]] further improves the safety of Lucas' attacks on shield, especially if they're sweetspotted. Thanks to the changes to [[air dodge]]s and the return of directional air dodges, Lucas has another option to mix up his recovery, furthermore, like {{SSBU|Ness}}, Lucas's directional air dodge travels farther than other characters. Adding to this, because characters can only air dodge once before landing or getting hit, when combined with a retooled PK Freeze, Lucas's edgeguarding game is much more lethal than before. On the other hand, the ability to air dodge once before landing or getting hit has further worsened his ability to land. | Aside from the changes to footstooling and locking, some of the universal changes made to ''Ultimate''{{'}}s engine have significantly benefitted Lucas overall. Like with most other veterans, his previously lacking mobility is somewhat better thanks to his faster [[dash]]ing and [[air speed]]s; combined with his improved aerials and PK Fire, this gives him a significantly more useful neutral game. The increased [[shieldstun]] further improves the safety of Lucas' attacks on shield, especially if they're sweetspotted. Thanks to the changes to [[air dodge]]s and the return of directional air dodges, Lucas has another option to mix up his recovery, furthermore, like {{SSBU|Ness}}, Lucas's directional air dodge travels farther than other characters. Adding to this, because characters can only air dodge once before landing or getting hit, when combined with a retooled PK Freeze, Lucas's edgeguarding game is much more lethal than before. On the other hand, the ability to air dodge once before landing or getting hit has further worsened his ability to land. | ||
In the end, while Lucas no longer has access to KO setups from his down throw and his footstool and locking based combos are less effective, many of his most glaring weaknesses were notably improved, some of his less-potent moves became much stronger, the significant buffs to his already great edgeguarding game and his much more powerful and damaging finishers have significantly improved his KOing ability and the changes to the game's pace have provided more flexibility for him, granting him far more options than he had in ''SSB4''. While Lucas's changes makes it uncertain as to whether he was buffed or nerfed, most players agree that Lucas has generally improved at the pace the rest of the cast has. So far, despite Lucas's playerbase remaining small in competitive play, he has achieved above average to strong results at the local and regional levels, thanks to players such as {{Sm|ChocoTaco}}, {{Sm|Mekos}} and {{Sm|WhYYZ}}, though they have been more sparse in national tournaments. As of now, Lucas's viability in competitive remains up for debate, although he is generally agreed to remain a viable character, likely moreso than in ''SSB4''. | |||
Even in 2020 to 2021 onwards, it is still in debate as to where Lucas exactly is in the metagame, but it has become much more clear and the direction of where Lucas might be seems to have stabilized to some degree. Many Lucas players tend to have mixed or different opinions on where he is in the current and future meta. Thoughts ranging from higher-mid tier to lower part of high tier. It is very much split as to where Lucas there is no definitive answer technically but this is likely due to how different of an entry Smash Ultimate is but it is also still growing with barely 2 years in it's competitive lifespan, the vastness of the character roster and the roster is still not yet complete as not all the DLC has been released and this makes it harder to decide the viability of so many characters and how they have been the closest in viability than in any other smash title. | |||
{{SSB4 to SSBU changelist|char=Lucas}} | {{SSB4 to SSBU changelist|char=Lucas}} | ||
==Update history== | ==Update history== | ||
Lucas | Lucas has been buffed slightly via game updates. Update 2.0.0 buffed neutral aerial by allowing him to grab edges earlier and reducing its landing lag. Following this, update 4.0.0 buffed Lucas in a few more ways. Forward tilt's sweetspot gained a larger hitbox (albeit only during the first 2 frames) and higher base knockback, both of which make it a deceptively useful KO option, especially when angled upward as a follow-up from down tilt. Dash attack's duration was lengthened, although its sourspot was inadvertently nerfed slightly, as it is now 2 frames less advantaged on hit. Up smash became safer thanks to gaining more invincibility frames during start-up. Lastly, up aerial and [[PK Fire]] had their ending lag and landing lag decreased, respectively. Most recently, update 8.0.0 improved the consistency of Lucas' pivot grab by adjusting its axis positioning. | ||
Dash attack | |||
'''{{GameIcon|SSBU}} {{SSBU|2.0.0}}''' | '''{{GameIcon|SSBU}} {{SSBU|2.0.0}}''' | ||
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==Moveset== | ==Moveset== | ||
*Lucas possesses a special jump. When jumping in midair, Lucas will ascend in a floatier, curved trajectory. The upward momentum of Lucas' double jump can be | *Lucas possesses a special jump. When jumping in midair, Lucas will ascend in a floatier, curved trajectory. The upward momentum of Lucas's double jump can be affected through various actions if timed correctly, such as aerial attacks, air dodges or special moves. This trait is shared with {{SSBU|Ness}} and {{SSBU|Mewtwo}}. | ||
*Lucas is allowed to cancel his double jump with Z-air but he can also do so with an item toss. Ness and Mewtwo also share this trait. | |||
*Lucas possesses a [[tether]] attack and grab. | *Lucas possesses a [[tether]] attack and grab. | ||
''For a gallery of Lucas' hitboxes, see [[Lucas (SSBU)/Hitboxes|here]].'' | ''For a gallery of Lucas' hitboxes, see [[Lucas (SSBU)/Hitboxes|here]].'' | ||
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|game=SSBU | |game=SSBU | ||
|neutralcount=3 | |neutralcount=3 | ||
|neutralname= | |neutralname= | ||
|neutral1name= | |||
|neutral2name= | |||
|neutral3name= | |||
|neutral1dmg=2.5% | |neutral1dmg=2.5% | ||
|neutral2dmg=1.5% | |neutral2dmg=1.5% | ||
|neutral3dmg=3.5% | |neutral3dmg=3.5% | ||
|neutraldesc=A right-legged roundhouse kick, followed by a right-legged hook kick, followed by a left-legged reverse roundhouse kick. The last hit has slightly more range. Hits first on frame 2, making it Lucas' fastest ground attack. The first and second hits can [[jab lock]], but might miss on very thin characters like {{SSBU|Joker}} and {{SSBU|Zero Suit Samus}}. The second hit can be interrupted sooner than in ''SSB4'', and lead into a grab or aerial attack. | |neutraldesc=A right-legged roundhouse kick, followed by a right-legged hook kick, followed by a left-legged reverse roundhouse kick. The last hit has slightly more range. Hits first on frame 2, making it Lucas' fastest ground attack. The first and second hits can [[jab lock]], but might miss on very thin characters like {{SSBU|Joker}} and {{SSBU|Zero Suit Samus}}. The second hit can be interrupted sooner than in ''SSB4'', and lead into a grab or aerial attack. | ||
|ftiltname= | |ftiltname= | ||
|ftiltdmg=11% (sweetspot), 7.5% (sourspot) | |ftiltdmg=11% (sweetspot), 7.5% (sourspot) | ||
|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 very useful for 2-framing an opponent. In addition, its sweetspot is powerful enough to KO reliably, whereas its sourspot can [[lock]] opponents at low percents. Due to these traits, it is one of Lucas' best KO options, and is generally considered one of the best forward tilts in the game. | |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 very useful for 2-framing an opponent. In addition, its sweetspot is powerful enough to KO reliably, whereas its sourspot can [[lock]] opponents at low percents. Due to these traits, it is one of Lucas' best KO options, and is generally considered one of the best forward tilts in the game. | ||
|utiltname= | |utiltname= | ||
|utiltdmg=1.5% (hit 1), 8% (clean hit 2), 5% (late hit 2) | |utiltdmg=1.5% (hit 1), 8% (clean hit 2), 5% (late hit 2) | ||
|utiltdesc=Telekinetically tilts himself upside down to perform a vertical thrust kick that emits a blast of PSI energy from his foot. It can combo into itself, a neutral aerial or an up aerial at low to medium percents. | |utiltdesc=Telekinetically tilts himself upside down to perform a vertical thrust kick that emits a blast of PSI energy from his foot. It can combo into itself, a neutral aerial or an up aerial at low to medium percents. | ||
|dtiltname= | |dtiltname= | ||
|dtiltdmg=5% | |dtiltdmg=5% | ||
|dtiltdesc=A legsweep. Although weak, it is fast 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. Hits on frame 3, making it tied with {{SSBU|Ness}}, {{SSBU|Little Mac}}, {{SSBU|R.O.B.}}, and {{SSBU|Meta Knight}}'s down tilts for being the fastest down tilt in the game. The edge of down tilt unfortunately doesn't [[lock]] opponents like it used to do in other iterations. | |dtiltdesc=A legsweep. Although weak, it is fast 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. Hits on frame 3, making it tied with {{SSBU|Ness}}, {{SSBU|Little Mac}}, {{SSBU|R.O.B.}}, and {{SSBU|Meta Knight}}'s down tilts for being the fastest down tilt in the game. The edge of down tilt unfortunately doesn't [[lock]] opponents like it used to do in other iterations. | ||
|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. Its sweetspot is powerful enough to KO at reasonable percents, although it has noticeable start-up and deals more damage the farther the opponent is from Lucas. | |dashdesc=A dashing palm thrust that emits a blast of PSI energy from his hand. Its sweetspot is powerful enough to KO at reasonable percents, although it has noticeable start-up and deals more damage the farther the opponent is from Lucas. | ||
|fsmashname= | |fsmashname= | ||
|fsmashdmg={{ChargedSmashDmgSSBU|14}} (base), {{ChargedSmashDmgSSBU|15}} (tip), 1.5× (reflected projectiles) | |fsmashdmg={{ChargedSmashDmgSSBU|14}} (base), {{ChargedSmashDmgSSBU|15}} (tip), 1.5× (reflected projectiles) | ||
|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. | |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. | ||
|usmashname=PK Smash Geyser | |usmashname=PK Smash Geyser | ||
|usmashdmg={{ChargedSmashDmgSSBU|2}} (hit 1), {{ChargedSmashDmgSSBU|21}}, {{ChargedSmashDmgSSBU|20}}, {{ChargedSmashDmgSSBU|18}}, {{ChargedSmashDmgSSBU|16}}, or {{ChargedSmashDmgSSBU|14}} (clean to late hit 2) | |usmashdmg={{ChargedSmashDmgSSBU|2}} (hit 1), {{ChargedSmashDmgSSBU|21}}, {{ChargedSmashDmgSSBU|20}}, {{ChargedSmashDmgSSBU|18}}, {{ChargedSmashDmgSSBU|16}}, or {{ChargedSmashDmgSSBU|14}} (clean to late hit 2) | ||
|usmashdesc=Emits a large blast of PSI energy above his head. Despite in-game tips saying it can attack opponents hanging on the edge, this is only partly true; it'll either whiff or not connect properly on 60% of the cast, the remaining 40% will get hit and combo'd into the strong hit. It is a huge "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 | |usmashdesc=Emits a large blast of PSI energy above his head. Despite in-game tips saying it can attack opponents hanging on the edge, this is only partly true; it'll either whiff or not connect properly on 60% of the cast, the remaining 40% will get hit and combo'd into the strong hit. It is a huge "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 1-7 making it even dodge grabs, grants intangibility to his head on frames 15-29 and has a very large hitbox, making it a decent anti-air and punish attack if used correctly. The animation appears to based on Lucas' {{s|wikibound|Seven Needles}} pulling animation. | ||
|dsmashname=PK Blow | |dsmashname=PK Blow | ||
|dsmashdmg={{ChargedSmashDmgSSBU|17}} (clean), {{ChargedSmashDmgSSBU|14}} (mid), {{ChargedSmashDmgSSBU|11}} (late) | |dsmashdmg={{ChargedSmashDmgSSBU|17}} (clean), {{ChargedSmashDmgSSBU|14}} (mid), {{ChargedSmashDmgSSBU|11}} (late) | ||
|dsmashdesc=Aims his arm diagonally downward and emits three consecutive blasts of PSI energy towards the ground while holding his hand in a finger gun gesture. With each blast, its range increases at the expense of damage and knockback. It is one of the strongest down smashes in the game when clean, as it is able to KO as low as 60% near the edge depending on the opponent's weight and DI. If well timed, it can also catch recovering opponents before they grab the edge. Has a bit of start-up lag, but surprisingly low ending lag for its power. Unlike in '' | |dsmashdesc=Aims his arm diagonally downward and emits three consecutive blasts of PSI energy towards the ground while holding his hand in a finger gun gesture. With each blast, its range increases at the expense of damage and knockback. It is one of the strongest down smashes in the game when clean, as it is able to KO as low as 60% near the edge depending on the opponent's weight and DI. If well timed, it can also catch recovering opponents before they grab the edge. Has a bit of start-up lag, but surprisingly low ending lag for its power. Unlike in ''SSB4'', each blast is treated as its own hitbox, meaning that it can potentially hit multiple times at low percents, and damages shields more than once. | ||
|nairname= | |nairname= | ||
|nairdmg={{ShortHopDmgSSBU|2}} (hits 1-3), {{ShortHopDmgSSBU|4}} (hit 4) | |nairdmg={{ShortHopDmgSSBU|2}} (hits 1-3), {{ShortHopDmgSSBU|4}} (hit 4) | ||
|nairdesc=Tumbles while emitting blasts of PSI energy around his torso. A good combo starter. Unlike in the previous game, its launching angle is more horizontal, and the last hit launches the opponent depending on which side they are on in relation to Lucas. | |nairdesc=Tumbles while emitting blasts of PSI energy around his torso. A good combo starter. Unlike in the previous game, its launching angle is more horizontal, and the last hit launches the opponent depending on which side they are on in relation to Lucas. | ||
|fairname= | |fairname= | ||
|fairdmg={{ShortHopDmgSSBU|12.5}} (sweetspot), {{ShortHopDmgSSBU|9}} (sourspot) | |fairdmg={{ShortHopDmgSSBU|12.5}} (sweetspot), {{ShortHopDmgSSBU|9}} (sourspot) | ||
|fairdesc=A flying kick that emits a blast of PSI energy from his foot. It is fast and disjointed, making it a good off-stage option and one of Lucas' better spacing options. Its sweetspot deals the most knockback and can KO Mario at the edge at 106% on Battlefield. This move's sourspot can [[lock]] opponents at early percents. It also autocancels in a short hop. | |fairdesc=A flying kick that emits a blast of PSI energy from his foot. It is fast and disjointed, making it a good off-stage option and one of Lucas' better spacing options. Its sweetspot deals the most knockback and can KO Mario at the edge at 106% on Battlefield. This move's sourspot can [[lock]] opponents at early percents. It also autocancels in a short hop. | ||
|bairname=PK Meteor Kick | |bairname=PK Meteor Kick | ||
|bairdmg={{ShortHopDmgSSBU|12}} (sweetspot), {{ShortHopDmgSSBU|9}} (sourspot), {{ShortHopDmgSSBU|7}} (late) | |bairdmg={{ShortHopDmgSSBU|12}} (sweetspot), {{ShortHopDmgSSBU|9}} (sourspot), {{ShortHopDmgSSBU|7}} (late) | ||
|bairdesc=A backflip kick that emits a trail of PSI energy from his foot. It can [[meteor smash]] at the tip of his foot and has disjointed reach, with its weakest hitbox being at the tip. The last hitbox of this move can [[lock]] opponents at early percents. It can also autocancel if buffered out of a short hop. | |bairdesc=A backflip kick that emits a trail of PSI energy from his foot. It can [[meteor smash]] at the tip of his foot and has disjointed reach, with its weakest hitbox being at the tip. The last hitbox of this move can [[lock]] opponents at early percents. It can also autocancel if buffered out of a short hop. | ||
|uairname= | |uairname= | ||
|uairdmg={{ShortHopDmgSSBU|11}} | |uairdmg={{ShortHopDmgSSBU|11}} | ||
|uairdesc=An upward headbutt. The move's hitbox is now properly attached to Lucas' head unlike in ''SSB4'', making it a more reliable attack. Deals respectable knockback, making it a good KO option near the upper blast line. It can also autocancel in a short hop. At 70% and lower it is an effective combo tool, as it leads into itself and other aerials on landing. | |uairdesc=An upward headbutt. The move's hitbox is now properly attached to Lucas' head unlike in ''SSB4'', making it a more reliable attack. Deals respectable knockback, making it a good KO option near the upper blast line. It can also autocancel in a short hop. At 70% and lower it is an effective combo tool, as it leads into itself and other aerials on landing. | ||
|dairname=PK Foot Stomp | |dairname=PK Foot Stomp | ||
|dairdmg={{ShortHopDmgSSBU|3.5}} (hits 1-3), {{ShortHopDmgSSBU|5}} (hit 4) | |dairdmg={{ShortHopDmgSSBU|3.5}} (hits 1-3), {{ShortHopDmgSSBU|5}} (hit 4) | ||
|dairdesc=An alternating series of [[Meteor smash|stomps]], with each stomp emitting a small blast of PSI energy from his feet. Isn't as disjointed as it looks as its range has been slightly nerfed from ''SSB4''. The last hitbox of this move can [[lock]] opponents at low percents. The sourspots can also lock opponents on a platform. Because grounded spikes can no longer be teched, down aerial can be looped into itself at around 65% on average, and combo into a forward or down smash for a KO. | |dairdesc=An alternating series of [[Meteor smash|stomps]], with each stomp emitting a small blast of PSI energy from his feet. Isn't as disjointed as it looks as its range has been slightly nerfed from ''SSB4''. The last hitbox of this move can [[lock]] opponents at low percents. The sourspots can also lock opponents on a platform. Because grounded spikes can no longer be teched, down aerial can be looped into itself at around 65% on average, and combo into a forward or down smash for a KO. | ||
|zairname=Midair [[Rope Snake]] | |zairname=Midair [[Rope Snake]] | ||
|zairdmg=5% (clean snake), 3% (arm and late snake) | |zairdmg=5% (clean snake), 3% (arm and late snake) | ||
|zairdesc=Unfurls {{s|wikibound|Duster}}'s {{s|wikibound|Rope Snake}} in front of himself. It can damage opponents and act as a [[tether recovery]]. | |zairdesc=Unfurls {{s|wikibound|Duster}}'s {{s|wikibound|Rope Snake}} in front of himself. It can damage opponents and act as a [[tether recovery]]. | ||
|grabname=Rope Snake | |grabname=Rope Snake | ||
|grabdesc=Unfurls Duster's Rope Snake in front of himself. His standing grab is deceptively fast, although his pivot grab is very slow. | |grabdesc=Unfurls Duster's Rope Snake in front of himself. His standing grab is deceptively fast, although his pivot grab is very slow. | ||
|pummelname= | |pummelname= | ||
|pummeldmg=1.3% | |pummeldmg=1.3% | ||
|pummeldesc= | |pummeldesc=Attacks the opponent with a small burst of PSI energy. | ||
|fthrowname= | |fthrowname= | ||
|fthrowdmg=10% | |fthrowdmg=10% | ||
|fthrowdesc=Telekinetically throws the opponent in front of himself. KO's 1-4% earlier than up-throw on some of the most common legal stages. | |fthrowdesc=Telekinetically throws the opponent in front of himself. KO's 1-4% earlier than up-throw on some of the most common legal stages. | ||
|bthrowname= | |bthrowname= | ||
|bthrowdmg=10% | |bthrowdmg=10% | ||
|bthrowdesc=Telekinetically throws the opponent behind himself. It is his strongest throw. It can KO even super heavyweights at 154% near the edge without [[rage]]. | |bthrowdesc=Telekinetically throws the opponent behind himself. It is his strongest throw. It can KO even super heavyweights at 154% near the edge without [[rage]]. | ||
|uthrowname= | |uthrowname= | ||
|uthrowdmg=10% | |uthrowdmg=10% | ||
|uthrowdesc=Telekinetically whirls the opponent around his head, then throws them directly overhead. One of the strongest up throws in the game, as it KOs around 116%-180% depending on the opponent's weight and DI. | |uthrowdesc=Telekinetically whirls the opponent around his head, then throws them directly overhead. One of the strongest up throws in the game, as it KOs around 116%-180% depending on the opponent's weight and DI. | ||
|dthrowname= | |dthrowname= | ||
|dthrowdmg=11% | |dthrowdmg=11% | ||
|dthrowdesc=Telekinetically slams the opponent into the ground head first. Shows a bury effect, however this is purely aesthetic. It can combo into aerials at low percentages, but it loses follow-up potential quickly at higher percentages because of its noticeable ending lag and knockback. | |dthrowdesc=Telekinetically slams the opponent into the ground head first. Shows a bury effect, however this is purely aesthetic. It can combo into aerials at low percentages, but it loses follow-up potential quickly at higher percentages because of its noticeable ending lag and knockback. | ||
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|ssname=PK Fire | |ssname=PK Fire | ||
|ssdmg=3% (lightning), 7% (fire) | |ssdmg=3% (lightning), 7% (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' version results in a brief, fiery explosion of PSI energy that launches the opponent away, rather than a long-lasting pillar of fiery PSI energy. It is further differentiated from Ness' version in that it flies straight ahead regardless of whether it is used 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 | |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' version results in a brief, fiery explosion of PSI energy that launches the opponent away, rather than a long-lasting pillar of fiery PSI energy. It is further differentiated from Ness' version in that it flies straight ahead regardless of whether it is used 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 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) | ||
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|fsdmg=6.5% (per hit) | |fsdmg=6.5% (per hit) | ||
|fsdesc=[[Boney]] and [[Kumatora]] join Lucas, who summons [[wikibound:PK Starstorm|a shower of falling stars]] that fly towards the center of the stage, damaging opponents in range. The trajectory of the meteors can be angled left and right. Unique to Lucas' version of PK Starstorm, the range of the meteors can also be adjusted. Tilting the stick up causes the meteors to spread out near the top of the screen (this will allow the meteors to hit opponents closer to the upper blast line, but will miss any who are grounded); tilting down causes the meteors to slightly angle outwards as they fall towards the stage (if done from the center of Final Destination, the meteors will cover almost the entirety). Overall, it has far more control than Ness's version.}} | |fsdesc=[[Boney]] and [[Kumatora]] join Lucas, who summons [[wikibound:PK Starstorm|a shower of falling stars]] that fly towards the center of the stage, damaging opponents in range. The trajectory of the meteors can be angled left and right. Unique to Lucas' version of PK Starstorm, the range of the meteors can also be adjusted. Tilting the stick up causes the meteors to spread out near the top of the screen (this will allow the meteors to hit opponents closer to the upper blast line, but will miss any who are grounded); tilting down causes the meteors to slightly angle outwards as they fall towards the stage (if done from the center of Final Destination, the meteors will cover almost the entirety). Overall, it has far more control than Ness's version.}} | ||
===[[On-screen appearance]]=== | ===[[On-screen appearance]]=== | ||
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===[[Taunt]]s=== | ===[[Taunt]]s=== | ||
* | *Trips, shakes his head, and gets back up. | ||
* | *Duster's Rope Snake comes out of Lucas's hand and has a brief conversation with him, as Lucas shrugs at it. | ||
* | *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. | ||
<gallery> | <gallery> | ||
SSBULucasTaunt1.gif|Lucas' up taunt. | SSBULucasTaunt1.gif|Lucas' up taunt. | ||
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*Holds one finger to his forehead, and then swings his arm outward. | *Holds one finger to his forehead, and then swings his arm outward. | ||
<gallery> | <gallery> | ||
SSBULucasIdle1.gif|Lucas' first idle pose | SSBULucasIdle1.gif|Lucas' first idle pose | ||
SSBULucasIdle2.gif|Lucas' second idle pose | SSBULucasIdle2.gif|Lucas' second idle pose | ||
</gallery> | </gallery> | ||
===[[Victory pose]]s=== | ===[[Victory pose]]s=== | ||
*'''Left:''' Forcefully pulls one of the Seven Needles out of the ground, sending it flying off-screen while Lucas looks toward the screen in a battle-ready pose. | *'''Left:''' Forcefully pulls one of the Seven Needles out of the ground, sending it flying off-screen while Lucas looks toward the screen in a battle-ready pose. | ||
*'''Up:''' With his back toward the screen, he 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 and says "Huh?" while briefly sporting a surprised expression. | *'''Up:''' With his back toward the screen, he 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 and says "Huh?" while briefly sporting a surprised expression. | ||
*'''Right:''' Bends down on one knee and waves his right arm in | *'''Right:''' Bends down on one knee and waves his right arm in from himself while releasing blasts of PSI energy from his index and middle fingers. | ||
[[File:EarthboundSeriesVictoryThemeUltimate.ogg|thumb|A flourished combination of the final two out of the Eight Melodies in ''Mother / EarthBound Beginnings''.]] | [[File:EarthboundSeriesVictoryThemeUltimate.ogg|thumb|A flourished combination of the final two out of the Eight Melodies in ''Mother / EarthBound Beginnings''.]] | ||
<gallery> | <gallery> | ||
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</gallery> | </gallery> | ||
==In | ==In competitive play== | ||
Lucas is a character who generally plays a mixup style. He is capable of zoning, primarily through the usage of PK Fire and Zair, but many players underestimate his abilities in close range combat, in which he is more than capable due to several fast, safe moves such as Down Tilt and Forward Tilt. His results and representation were pretty scarce in early ''Ultimate''. However, he has achieved some level of representation through the players of {{Sm|Mekos}} and {{Sm|ChocoTaco}}. As a result, top professional players, such as {{Sm|Mew2King}}, {{Sm|ESAM}}, and {{Sm|Armada}} value him as an upper mid tier. {{Sm|Dabuz}}, on the other hand sees Lucas as a low tier. However, some players, such as {{Sm|MkLeo}}, view him as a high tier, with good combo ability and edgeguarding through PK Freeze and PK Fire. Overall, his current place and viability in the meta is debatable. | |||
===Notable players=== | |||
<!--If you are planning to add a player you consider to be notable, please provide tournament results in some shape or form in the edit summary (be it a link to a results thread or bracket of placing high in a tournament of other notable players or a video of them beating a notable player). Winning tournaments without notable players present is generally not enough to warrant a spot.--> | |||
*{{Sm|ChocoTaco|USA}} - | *{{Sm|8Mitsuki|Japan}} - One of the best Japanese Lucas mains. Placed 1st at {{Trn|Shulla-bra SP 3}}, 2nd at {{Trn|Shulla-bra SP 5}} and {{Trn|Shulla-bra SP 8}}, and 4th at {{Trn|Shulla-bra SP 4}}. Has wins over {{Sm|Munekin}}, {{Sm|HIDE}}, {{Sm|Shissho}}, {{Sm|Kony}}, and {{Sm|crow|p=Japan}}. | ||
*{{Sm| | *{{Sm|ChocoTaco|USA}} - The best Lucas player in Florida. Placed 17th at {{Trn|Ultimate Gamer Miami}}, 25th at {{Trn|Come to Papa 3}} and {{Trn|Overlords of Orlando: Ultimate Edition}}, and 33rd at {{Trn|The Big House 9}}. Has a win over {{Sm|Goblin}}, {{Sm|ESAM}}, and {{Sm|Abadango}}. | ||
*{{Sm| | *{{Sm|Hakadama|Japan}} - Placed 2nd at {{Trn|HST SP 3}}, 3rd at {{Trn|HST SP 4}}, and 4th at {{Trn|HST SP 2}}. Has a win over {{Sm|Tsumusuto}}. | ||
*{{Sm| | *{{Sm|JaZaR|Mexico}} - Placed 9th at both {{Trn|WeTecThose X}} and {{Trn|BIT MASTER MTY 9}} with solo Lucas, as well as 9th at {{Trn|WeTecThose 9}} in conjunction with {{SSBU|Snake}}. Has wins over {{Sm|Vizard}}, {{Sm|Addy}}, and {{Sm|ASA}}. | ||
*{{Sm|Mekos|USA}} - The best Lucas player in the United States and one of the best Lucas players in the world. Placed 4th at {{Trn|Just Roll With It! 10}}, 17th at {{Trn|Just Roll With It! 11}} and at {{Trn|DreamHack Atlanta 2019}}, 25th at {{Trn|Glitch 7 - Minus World}}, 33rd at {{Trn|Glitch 6}}, and 49th at {{Trn|MomoCon 2019}}. Has wins over {{Sm|Fatality}}, {{sm|Mystearica}}, {{sm|Benny&TheJets}}, and {{sm|Uncivil ninja}}. | |||
*{{Sm|Regalo|USA}} - Placed 9th at {{Trn|Final Round 2019}}, 13th at {{Trn|Just Roll With It! 10}}, 17th at both {{Trn|Just Roll With It! 12}} and {{Trn|Clash Of The Carolinas III}}, and 25th at {{Trn|Glitch 6}}. Ranked 5th on the [[North Carolina Power Rankings#Super Smash Bros. Ultimate rankings|North Carolina Power Rankings]]. | |||
*{{Sm|Remi|USA}} - The best Lucas player in Oregon. Placed 17th at both {{Trn|GENESIS 7}} and {{Trn|Play With Heart}}. Has wins over {{Sm|Blacktwins}}, {{Sm|Uncivil ninja}}, and {{Sm|Chag}}. Ranked 1st on the [[Oregon Power Rankings#Super Smash Bros. Ultimate rankings|Oregon Ultimate Power Rankings]]. | |||
*{{Sm|Reumina|Japan}} - Placed 9th at {{Trn|Sumabato SP 9}}, 49th at {{Trn|Umebura SP 5}}, and 65th at {{Trn|Umebura SP 7}}. Ranked 91th on the [[Japan Player Rankings]] as their highest and only placing Lucas player. Has wins over {{Sm|Kome}} and {{Sm|Manzoku}}. | |||
*{{Sm|Rizeo|Japan}} - Co-mains Lucas and {{SSBU|Isabelle}}. Placed 13th at {{Trn|Karisuma SP 7}} and 25th at both {{Trn|Sumabato SP 7}} and {{Trn|Sumabato SP 11}} using both characters. | |||
*{{Sm|ShiNe|USA}} - The best Lucas player in both [[SoCal]] and Taiwan. Placed 1st at {{Trn|Taipei Major 2019}}, 9th at {{Trn|SwitchFest 2019 Kickoff}}, 13th at {{Trn|Super Smashed Fest}}, and 25th at {{Trn|Ultimate Nimbus}}. | |||
*{{Sm|WhYYZ|Netherlands}} - The best Lucas player in the Netherlands. Placed 9th at {{Trn|TSEA Link Summer Smash}}, 17th at both {{Trn|Heroes of Dutch Comic Con Spring 2019}} and {{Trn|Lightning: Strikes Twice}}, and 49th at {{Trn|Syndicate 2019}}. Ranked 18th on the [[Dutch Power Rankings#Super Smash Bros. Ultimate rankings|Dutch Ultimate Power Rankings]]. | |||
=={{SSBU|Classic Mode}}: Magic, Sacred Powers, and PSI!== | =={{SSBU|Classic Mode}}: Magic, Sacred Powers, and PSI!== | ||
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!Round!!Opponent!!Stage!!Music!!Notes | !Round!!Opponent!!Stage!!Music!!Notes | ||
|- | |- | ||
|1||{{CharHead|Ness|SSBU|hsize=20px}}||[[Magicant]]||''{{SSBUMusicLink|EarthBound|Magicant}}''|| | |1||{{CharHead|Ness|SSBU|hsize=20px}}||[[Magicant]]||''{{SSBUMusicLink|EarthBound|Magicant}}''|| | ||
|- | |- | ||
|2||{{Head|Robin|g=SSBU|s=20px}}{{Head|Robin|g=SSBU|s=20px|cl=Female}} {{SSBU|Robin}} (x2)||[[Arena Ferox]]||''{{SSBUMusicLink|Fire Emblem|Conquest (Ablaze)}}''|| | |2||{{Head|Robin|g=SSBU|s=20px}} {{Head|Robin|g=SSBU|s=20px|cl=Female}} {{SSBU|Robin}} (x2)||[[Arena Ferox]]||''{{SSBUMusicLink|Fire Emblem|Conquest (Ablaze)}}''|| | ||
|- | |- | ||
|3||{{CharHead|Rosalina & Luma|SSBU|hsize=20px}}||[[Mario Galaxy]]||''{{SSBUMusicLink|Super Mario Bros.|Gusty Garden Galaxy}}''|| | |3||{{CharHead|Rosalina & Luma|SSBU|hsize=20px}}||[[Mario Galaxy]]||''{{SSBUMusicLink|Super Mario Bros.|Gusty Garden Galaxy}}''|| | ||
|- | |- | ||
|4|| | |4||{{CharHead|Palutena|SSBU|hsize=20px}}||[[Palutena's Temple]] ([[Ω form]])||''{{SSBUMusicLink|Kid Icarus|Underworld}}''|| | ||
|- | |- | ||
|5||{{CharHead|Bayonetta|SSBU|hsize=20px}}||[[Umbra Clock Tower]]||''{{SSBUMusicLink|Bayonetta|Tomorrow Is Mine (Bayonetta 2 Theme) (Instrumental)}}''|| | |5||{{CharHead|Bayonetta|SSBU|hsize=20px}}||[[Umbra Clock Tower]]||''{{SSBUMusicLink|Bayonetta|Tomorrow Is Mine (Bayonetta 2 Theme) (Instrumental)}}''|| | ||
|- | |- | ||
|6||{{CharHead|Mewtwo|SSBU|hsize=20px}}||[[Kalos Pokémon League]]||''{{SSBUMusicLink|Pokémon|Battle! (Team Galactic)}}''|| | |6||{{CharHead|Mewtwo|SSBU|hsize=20px}}||[[Kalos Pokémon League]]||''{{SSBUMusicLink|Pokémon|Battle! (Team Galactic)}}''|| | ||
|- | |- | ||
|colspan="5"|[[Bonus Stage]] | |colspan="5"|[[Bonus Stage]] | ||
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|} | |} | ||
Note: All stages Lucas travels to are ''Super Smash Bros. | Note: All stages Lucas travels to are ''Super Smash Bros. for Wii U and 3DS'' stages. | ||
[[Credits]] roll after completing Classic Mode. Completing it as Lucas has ''{{SSBUMusicLink|EarthBound|Mother 3 Love Theme}}'' accompany the credits. | [[Credits]] roll after completing Classic Mode. Completing it as Lucas has ''{{SSBUMusicLink|EarthBound|Mother 3 Love Theme}}'' accompany the credits. | ||
Line 323: | Line 259: | ||
Although Lucas does not appear in the World of Light opening cutscene, he was vaporized and later imprisoned alongside the rest of the fighters (sans {{SSBU|Kirby}}) when [[Galeem]] unleashed his beams of light. | Although Lucas does not appear in the World of Light opening cutscene, he was vaporized and later imprisoned alongside the rest of the fighters (sans {{SSBU|Kirby}}) when [[Galeem]] unleashed his beams of light. | ||
Lucas can be found on a village covered in fog as a callback to his home of Tazmily Village | Lucas can be found on a village covered in fog as a callback to his home of Tazmily Village. | ||
{{clrl}} | {{clrl}} | ||
Line 345: | Line 281: | ||
|''{{SSBUMusicLink|EarthBound|Unfounded Revenge / Smashing Song of Praise}}'' | |''{{SSBUMusicLink|EarthBound|Unfounded Revenge / Smashing Song of Praise}}'' | ||
|} | |} | ||
{{ | {{-}} | ||
==[[Spirit]]== | ==[[Spirit]]== | ||
Lucas's fighter spirit can be obtained by completing | Lucas's fighter spirit can be obtained by completing [[Classic Mode]]. It is also available periodically for purchase in the shop for 500 coins. Unlocking Lucas in World of Light allows the player to preview the first spirit below in the Spirit List under the name "???". As a fighter spirit, it cannot be used in Spirit Battles and is purely aesthetic. Each fighter spirit has an alternate version that replaces them with their artwork in ''Ultimate''. | ||
<center> | <center> | ||
Line 356: | Line 292: | ||
</center> | </center> | ||
==In Spirit | ==In Spirit battles== | ||
===As the main opponent=== | ===As the main opponent=== | ||
{|class="wikitable sortable" style="width:100%;" | {|class="wikitable sortable" style="width:100%;" | ||
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|[[Find Mii]] ([[Battlefield form]]) | |[[Find Mii]] ([[Battlefield form]]) | ||
|N/A | |N/A | ||
|•The enemy reflects projectiles<br>•The enemy's PSI attacks have increased power<br>•[[Stamina battle]] | |•The enemy reflects projectiles<br>•The enemy's PSI attacks have increased power<br>•[[Stamina battle]] | ||
|{{SSBUMusicLink|Pokémon|Pokémon Red / Pokémon Blue Medley}} | |{{SSBUMusicLink|Pokémon|Pokémon Red / Pokémon Blue Medley}} | ||
|Articuno (cyan costume)<br>Zapdos (orange costume)<br>Moltres (red costume) | |Articuno (cyan costume)<br>Zapdos (orange costume)<br>Moltres (red costume) | ||
Line 408: | Line 344: | ||
|[[New Pork City]] ([[Ω form]]) | |[[New Pork City]] ([[Ω form]]) | ||
|N/A | |N/A | ||
|•[[Stamina battle]]<br>•The enemy will charge up a powerful Final Smash<br>•The enemy has increased attack power | |•[[Stamina battle]]<br>•The enemy will charge up a powerful Final Smash<br>•The enemy has increased attack power | ||
|{{SSBUMusicLink|EarthBound|Porky's Theme}} | |{{SSBUMusicLink|EarthBound|Porky's Theme}} | ||
| | | | ||
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|•All fighters are easy to launch | |•All fighters are easy to launch | ||
|{{SSBUMusicLink|EarthBound|Mother 3 Love Theme}} | |{{SSBUMusicLink|EarthBound|Mother 3 Love Theme}} | ||
|{{s|wikibound|Lucas}} | |{{s|wikibound|Lucas}} and {{s|wikibound|Claus}} | ||
|- | |- | ||
|583 | |583 | ||
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</gallery> | </gallery> | ||
=== | ===Character Showcase Video=== | ||
{{#widget:YouTube|id=GWjfyyGNL8c}} | {{#widget:YouTube|id=GWjfyyGNL8c}} | ||
==Trivia== | ==Trivia== | ||
* | *Because Lucas' PSI-based attacks now have light blue effects, this creates an inconsistency with his artwork in the [[:File:SSBU Panoramic.png|panoramic "Everyone Is Here!" illustration]], which features his former pink-and-yellow PSI effects. | ||
*Lucas is the only ''[[ | *Lucas' character portrait is based on his side taunt. | ||
*While holding a small item, Lucas still reverts to | *Lucas is in Kirby's Classic Mode unlock column, the same one as {{SSBU|Ness}}. | ||
*When Lucas performs his forward smash while facing left, the stick | *Lucas is currently the only ''[[Brawl]]'' newcomer to receive a completely new victory theme. | ||
*There | *While holding a small item, Lucas still reverts to Ness's previous idle animation despite Ness receiving a new one. | ||
*When factoring in his availability in ''Brawl'' and ''[[ | *When Lucas performs his forward smash while facing left, the stick won't shrink inside his hand. | ||
*There's an animation bug regarding Lucas's back-hitting/wallbounce hitstun animation in which animation blending does not occur, causing him to "snap" into his tumbling animation. This does not occur with Ness. | |||
*Lucas and the {{SSBU|Ice Climbers}} are the only | *When factoring in his availability in ''Brawl'' and ''[[SSB4]]'', Lucas is the only character in the entire series to have been a starter character, an unlockable character, and a DLC character. | ||
*Lucas and the {{SSBU|Ice Climbers}} are the only playable characters that use sprites as their fighter spirit's image. | |||
{{SSBUCharacters}} | {{SSBUCharacters}} |