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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 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, while he also boasts a large number of high-damaging and powerful attacks that can KO at early percents. | 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, while he also boasts a large number of high-damaging and powerful attacks that can KO at early percents. | ||
Arguably Lucas's greatest strength is his extremely dangerous edgeguarding game, which is among the greatest in ''Ultimate'', and allows him to easily KO off-stage opponents at unusually early | Arguably Lucas's greatest strength is his extremely dangerous edgeguarding game, which is among the greatest in ''Ultimate'', and allows him to easily KO off-stage opponents at unusually early %. PK Freeze freezes opponents and now launches opponents horizontally with powerful knockback, enabling it to KO off-stage opponents at ludicrously low % and making it one of his most infamous edge-guarding techniques. Its incredibly large hitbox makes it an excellent 2-frame punish tool, can be used to punish rolls or techs, and can also be used as a deadly stage spike and ledgetrapping option. PK Fire can be used to snipe offstage opponents for a KO. The orb of PK-Thunder has very high base knockback and hitstun making it extremely useful for dragging the opponent to the blastline, stage spiking them, and sending off-stage opponents far enough from the stage to completely prevent them from recovering. PK Thunder is especially effective against characters with poor horizontal recoveries, who rely on tether recoveries or characters who recover from below, and Lucas can nearly effortlessly gimp them at awkwardly early percents (as low as 0%), while he remains almost completely safely on-stage. PSI Magnet contains a windbox at the start-up of the move 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 or even outright gimping opponents. The move's semi-spike hitbox can KO off-stage opponents at reasonable percentages or put them in a bad position off-stage. Alongside his special moves, Lucas has some of the strongest smash attacks that are also excellent at edgeguarding and KOing, especially his down smash; the first hit is among the most powerful in the game and can KO under 60% at the ledge. Similarily to PK Freeze, it has an extremely large hitbox and a long duration that make it an incredibly deadly tool for 2-frame punishes, and ledgetrapping, while it can successfully catch opponents under certain stages and punish rolling or teching opponents. Also, a reverse down smash can potentially stage spike opponents at the edge, and all 3 hits can even sometimes land if the opponents don't tech the individual hits successfully. Lucas's forward smash is a strong and quick smash attack that can efficiently KO opponents who recklessly air dodge towards the stage. Lucas's up smash is among the absolute strongest and has invincibility on frames 1-7, which allows it to punish ledge attacks with proper timing (although it is situational), and can catch some characters hanging on the edge (although it doesn't work on about half of the cast). Lucas's back and forward throws are strong (with the former being among the strongest) and can force edgeguarding situations and KO at high percentages at the ledge. Lucas also possesses two meteor smash aerials, his back and down aerials, while his forward aerial deals strong knockback and is a reliable KOing option. Overall, Lucas has one of the best 2-frame punish abilities in ''Ultimate'', with his PK Freeze, down smash, forward tilt, dash attack, and down tilt being very efficient (especially the former three), while forward tilt and dash attack are surprisingly powerful for attacks of their type. | ||
Alongside his great edgeguarding potential, Lucas' recovery is among the longest and most flexible in the game, thanks to his Zair tether recovery, his long directional air dodge, and his long-distanced PK Thunder 2. His PK Thunder travels in a tighter arc than Ness' and doesn't disappear when hitting an enemy, unlike the latter, while his PK Thunder 2 sends him a much greater distance, allowing him to safely go far off to the sides or far below the stage to edge-guard his opponents and quickly recover on-stage after efficiently edgeguarding or gimping them. Additionally, if he bumps into part of the stage or a wall, he can use his PK Thunder a second time for a limited time, making his recovery even longer overall. However, it can still be exploited by some characters, as it is rather slow overall and his [[PK Thunder]] can be absorbed or reflected by some characters, while projectiles can disrupt it efficiently. His [[PK Thunder 2]] also can | Alongside his great edgeguarding potential, Lucas' recovery is among the longest and most flexible in the game, thanks to his Zair tether recovery, his long directional air dodge, and his long-distanced PK Thunder 2. His PK Thunder travels in a tighter arc than Ness' and doesn't disappear when hitting an enemy, unlike the latter, while his PK Thunder 2 sends him a much greater distance, allowing him to safely go far off to the sides or far below the stage to edge-guard his opponents and quickly recover on-stage after efficiently edgeguarding or gimping them. Additionally, if he bumps into part of the stage or a wall, he can use his PK Thunder a second time for a limited time, making his recovery even longer overall. However, it can still be exploited by some characters, as it is rather slow overall and 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 and punishes by some characters. | ||
Another one of Lucas's greatest strengths lies in his excellent comboing capabilities. Thanks to his ability to loop his moves into each other fairly easily, Lucas's combo game is incredibly dangerous and can be heavily mixed-up. 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 " | Another one of Lucas's greatest strengths lies in his excellent comboing capabilities. Thanks to his ability to loop his moves into each other fairly easily, Lucas's combo game is incredibly dangerous and can be heavily mixed-up. 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", the tether grab can combo into itself across the entire stage and can lead to potentially unavoidable and heavily damaging combos, as well as dangerous edgeguarding situations. Up air can also combo into itself multiple times; when utilized alongside platforms for assistance, it can potentially rack up to 70%. Down tilt is fast enough to be able to loop into itself, jab, forward tilt, forward air, a grab or even forward smash, 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, forward air, or another off-stage down air if used close enough to the edge. 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%, and can even lead to an off-stage meteor smash KO when used close enough to the ledge, even though this is more niche and harder to pull off as all the other loops. To compliment his great combo potential, Lucas has many reliable combo finishers; most notably, his powerful and quick forward smash, as well as his exceedingly powerful down smash, are extremely useful for ending jab lock combos as well as down aerial loops. | ||
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. | 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. While his forward smash is not nearly as strong as his other smash attacks in terms of range and knockback, it makes up for it by being his fastest smash attack, while still being powerful; this move also has the ability to [[reflect]] projectiles and is a great combo finisher. 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 being one of the strongest down smashes in the game). The move is incredibly useful for ending jab lock combos, ledgetrapping 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 KOing moves. His up smash has invincibility on frame 1-7 (also avoiding grabs) which therefore allows it to be used as a situational counter-attack tool. 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. Alongside his forward and back throws, his up throw is also among the strongest and can KO reliably at high percentages. | 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. While his forward smash is not nearly as strong as his other smash attacks in terms of range and knockback, it makes up for it by being his fastest smash attack, while still being powerful; this move also has the ability to [[reflect]] projectiles and is a great combo finisher. 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 being one of the strongest down smashes in the game). The move is incredibly useful for ending jab lock combos, ledgetrapping 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 KOing moves. His up smash has invincibility on frame 1-7 (also avoiding grabs) which therefore allows it to be used as a situational counter-attack tool. 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. Alongside his forward and back throws, his up throw is also among the strongest and can KO reliably at high percentages. | ||
Outside of edgeguarding, Lucas has very versatile special moves, PK Freeze has great maneuverability and can be a useful pressuring and anti-air attack. 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 sometimes be used as a combo extender. PK Thunder does not disappear upon hitting an opponent like Ness's but instead the tail hits multiple times. This, coupled with its very high hitstun, makes it possible to combo into itself and is a great damage-racking and shield poking tool. 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, while lacking the early KO potential of Ness's, deals an extreme amount of damage and is also strong enough to KO at the top blast line at reasonably low percents. PSI Magnet absorbs energy based [[projectile]]s. The amount of damage it heals depends on the projectile's power as it heals 1 | Outside of edgeguarding, Lucas has very versatile special moves, PK Freeze has great maneuverability and can be a useful pressuring and anti-air attack. 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 sometimes be used as a combo extender. PK Thunder does not disappear upon hitting an opponent like Ness's but instead the tail hits multiple times. This, coupled with its very high hitstun, makes it possible to combo into itself and is a great damage-racking and shield poking tool. 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, while lacking the early KO potential of Ness's, deals an extreme amount of damage and is also strong enough to KO at the top blast line at reasonably low percents. 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 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). Finally, Lucas has strong wavebouncing abilities, as each of his special moves (except for PK Thunder) gives him a significant recoil which can be very useful for mindgames. | ||
However, Lucas is not without his drawbacks. While he has a powerful pressuring game and can force opponents in a disadvantage state fairly easily, Lucas, himself, has almost non-existent anti-pressuring options, thus, his biggest flaw is his horrible defensive game. Because grabs out of shield have an additional 4 frames of start-up in ''Ultimate'' and Lucas lacks a fast grab, up special and up smash, while none of his aerials hit before frame 7, 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, especially if the opponent has superior range and priority than Lucas. He also struggles when put high above his opponents, as he doesn't have a good hitbox under him to force landings and being floaty makes him extremely susceptible to getting juggled, while Lucas is nearly incapable of escaping juggles against characters with great juggling abilities (such as {{SSBU|Mario}}) 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. | However, Lucas is not without his drawbacks. While he has a powerful pressuring game and can force opponents in a disadvantage state fairly easily, Lucas, himself, has almost non-existent anti-pressuring options, thus, his biggest flaw is his horrible defensive game. Because grabs out of shield have an additional 4 frames of start-up in ''Ultimate'' and Lucas lacks a fast grab, up special and up smash, while none of his aerials hit before frame 7, 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, especially if the opponent has superior range and priority than Lucas. He also struggles when put high above his opponents, as he doesn't have a good hitbox under him to force landings and being floaty makes him extremely susceptible to getting juggled, while Lucas is nearly incapable of escaping juggles against characters with great juggling abilities (such as {{SSBU|Mario}}) 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. | ||
Outside of his lack of defensive options, despite Lucas having a solid neutral game thanks to his strong zoning options in his PK Fire, his forward aerial and his Zair, he is otherwise over-reliant on those | Outside of his lack of defensive options, despite Lucas having a solid neutral game thanks to his strong zoning options in his PK Fire, his forward aerial and his Zair, he is otherwise over-reliant on those aforementionned moves to force approaches, 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, as most of his other attacks suffer from relatively short range despite being disjointed, which can result in him getting overwhelmed by many of those characters and forcing him to rely on his overused zoning options and his underwhelming out of shield options. Also, Lucas notably struggles against characters without energy-based projectiles (most notably {{SSBU|Link}}), as he cannot make use of his PSI Magnet to heal himself against them, and although he has a reflector in his forward smash, it cannot be used in the air, severely hindering his neutral game, while Lucas is virtually unable to succesfully approach without getting hit by a single projectile, while his own PK Fire is too laggy and short-ranged to be useful in camping in those matchups, preventing him of winning any projectile wars against characters without energy-based projectiles. | ||
without energy-based projectiles. | |||
Also, Lucas has a poor grab game. Despite having decent range, his grab is slow and is easily punishable, while his throws have little utility outside of edgeguarding and KOing. His down throw, in particular, which has been severely nerfed from SSB4, is completely unreliable at setting up follow-ups above low percentages, while it is by far his weakest throw and cannot KO reliably at realistic percentages. Additionally, his DJCZ, while extremely dangerous when mastered, requires perfect timing as to correctly chain it. As such, Lucas' combo game, while extremely deadly, is very hard to master and thus requires good reads and additional high execution in order to get high damage started, and gives him a relatively high learning curve. | |||
In the end, Lucas is gifted with an extremely versatile moveset, with one of the best edgeguarding games in the game, some of the most powerful smash attacks and throws, a long and flexible recovery and great comboing and pressuring tools, Lucas has an excellent advantage state and can rack up damage very easily with his highly-damaging combo strings or with his high-damaging and powerful moves, while he usually does not have much trouble KOing opponents at early percents either with edgeguarding or with his powerful smash attacks. 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 take advantage of his deadly edgeguarding tools by forcing his opponent off-stage with his powerful throws, with many of his aerials, his smash attacks and his special moves being powerful enough to gimp or KO his opponent at exceedingly 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 his decidely average mobility and underwhelming 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 {{SSBU| | In the end, Lucas is gifted with an extremely versatile moveset, with one of the best edgeguarding games in the game, some of the most powerful smash attacks and throws, a long and flexible recovery and great comboing and pressuring tools, Lucas has an excellent advantage state and can rack up damage very easily with his highly-damaging combo strings or with his high-damaging and powerful moves, while he usually does not have much trouble KOing opponents at early percents either with edgeguarding or with his powerful smash attacks. 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 take advantage of his deadly edgeguarding tools by forcing his opponent off-stage with his powerful throws, with many of his aerials, his smash attacks and his special moves being powerful enough to gimp or KO his opponent at exceedingly 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 his decidely average mobility and underwhelming 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 {{SSBU|Lucina}} or {{SSBU|Zero Suit Samus}}), superior zoning abilities (most notably {{SSBU|Link}}) or great recoveries that are difficult to edgeguard (such as {{SSBU|Peach}}), and has an extremely high learning curve. | ||
==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, although he recieved much more buffs, 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 comparatively 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. | |||
Lucas' grounded game has | 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 aforementioned 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 through 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 drastically better edgeguarding game, Lucas is overall a much 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''. As a result of this, he has a relatively higher learning curve and he now plays better with a mix-up playstyle. 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''. Nowadays, he is usually considered as a upper-mid tier or even a high tier character, although it is very much split as to where Lucas really is. | |||
{{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 47% 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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|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> | ||
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|- | |- | ||
! scope="row"|Description | ! scope="row"|Description | ||
|Lu - cas! || Ryuuuu - ka! || Lu - cas! *claps 3 times* || Lucas! Go Lucas! || Luuuuu - | |Lu - cas! || Ryuuuu - ka! || Lu - cas! *claps 3 times* || Lucas! Go Lucas! || Luuuuu - ca! | ||
|} | |} | ||
</div> | </div> | ||
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*'''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 mix-up style. He is capable of zoning, primarily through the usage of PK Fire, forward aerial 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 players like {{Sm|Mekos}} and {{Sm|ChocoTaco}}. As a result, top professional players tend to be indecisive on placing him: {{Sm|MkLeo}} and {{Sm|MVD}} place him in high tier; {{Sm|Mew2King}}, {{Sm|Hungrybox}} and {{Sm|ESAM}} place him in upper-mid tier; and {{Sm|Dabuz}} places him at low tier. Overall, his current place and viability in the meta is heavily debatable. | |||
===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 --> | ||
''See also: [[:Category:Lucas | ''See also: [[:Category:Lucas professionals (SSBU)]]'' | ||
*{{Sm| | ====Active==== | ||
*{{Sm| | *{{Sm|8Mitsuki|Japan}} - One of the best Lucas mains in Japan. Placed 1st at {{Trn|Shulla-bra SP 3}} and [https://smashmate.net/tournament/5046/ Tamisuma SP 260] 2nd at {{Trn|Shulla-bra SP 5}} and {{Trn|Shulla-bra SP 8}}, and 4th at {{Trn|Shulla-bra SP 4}} with wins over {{Sm|HIDE}},{{Sm|crow|p=Japan}}, and {{Sm|Munekin}}. Previously ranked 10th on the [https://smashmate.net/record/32/ 9th] [[Smashmate]] SP ranking. | ||
*{{Sm| | *{{Sm|ChocoTaco|USA}} - The best Lucas player in Florida. Placed 5th at {{Trn|Fight For 95}}, 17th at {{Trn|GatorLAN Spring 2020}}, 25th at {{Trn|InfinityCON Tally 2021}}, 33rd at {{Trn|The Big House 9}}, 65th at {{Trn|MomoCon 2019}} with wins over {{Sm|Abadango}}, {{Sm|ESAM}}, and {{Sm|Goblin}}. | ||
*{{Sm| | *{{Sm|Hakadama|Japan}} - Placed 1st at both [https://smashmate.net/tournament/3660/ Maesuma 175] and [https://smashmate.net/tournament/5035/ Maesuma 218] 2nd at {{Trn|HST SP 3}}, 3rd at {{Trn|HST SP 4}}, and 4th at {{Trn|HST SP 2}} with wins over {{Sm|Nao|p=Hokkaido}}, {{Sm|Nyaga}}, {{Sm|Tsumusuto}}. Previously ranked 5th on the [https://smashmate.net/record/26/ 3rd Smashmate SP ranking]. | ||
*{{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|DreamHack Atlanta 2019}}, 25th at {{Trn|Glitch 7 - Minus World}}, and 49th at both {{Trn|MomoCon 2019}} and {{Trn|Let's Make Big Moves}} with wins over {{sm|Benny&TheJets}}, {{Sm|Fatality}}, and {{sm|Mystearica}}. Currently ranked 2nd on the {{h1|North Carolina Power Rankings|Super Smash Bros. Ultimate rankings}}. | |||
*{{Sm|Remi|USA}} - The best Lucas player in Oregon. Placed 17th at both {{Trn|GENESIS 7}} and {{Trn|Play With Heart}} with wins over {{Sm|Blacktwins}}, {{Sm|Uncivil ninja}}, and {{Sm|Chag}}. Currenrly ranked 1st on the [[Oregon Power Rankings#Super Smash Bros. Ultimate rankings|Oregon Ultimate Power Rankings]]. | |||
*{{Sm|Reumina|Japan}} - One of the best Lucas mains in Japan. Placed 2nd at [https://smashmate.net/tournament/1894/ 42nd Maesuma TAG], 5th at [https://smashmate.net/tournament/1854/ Tamisuma SP 140], 9th at {{Trn|Sumabato SP 9}}, 49th at {{Trn|Umebura SP 5}}, and 65th at {{Trn|Umebura SP 7}} with wins over {{Sm|Kome}}, {{Sm|Manzoku}} and {{Sm|yuzu}}. Currently ranked 91st on the [[Japan Player Rankings]]. | |||
*{{Sm|ShiNe|Taiwan}} - The best Lucas player in both [[SoCal]] and Taiwan. Placed 1st at {{Trn|Taipei Major 2019}}, 5th at {{Trn|Fist Bump International}}, 13th at {{Trn|Super Smashed Fest}}, 17th at {{Trn|2GG: Nightmare on Smashville}}, and 25th at {{Trn|CEO Dreamland 2020}} with wins over {{Sm|Charliedaking}}, {{Sm|MastaMario}}, and {{Sm|Nicko}}. Currently ranked 1st on the [[Taiwan Power Rankings]]. | |||
*{{Sm|WebbJP|United States}} - The best online Lucas player in the United States before relegating Lucas to a secondary. Placed 13th at both {{Trn|The Online Olympus}} and {{Trn|Smash for RAINN}}, 25th at both {{Trn|Collision Online}} and {{Trn|Super Smash Galaxy}}, 33rd at the {{Trn|The Box}} with wins over {{Sm|Benny&TheJets}}, {{Sm|Br1 AV}}, and {{Sm|Chag}}. Currently ranked 50th on the [[Wi-Fi Warrior Rank v7]]. | |||
*{{Sm|WhYYZ|Netherlands}} - The best Lucas player in the Netherlands. Placed 7th at {{Trn|Heroes of Dutch Comic Con Winter Edition}} and 49th at {{Trn |Syndicate 2019}} with wins over {{Sm|Azrael}}, {{Sm|Patrino}}, and {{Sm|PurpleDebo}}. Currently 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}}''|| | ||
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|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. | ||
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|''{{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> | ||
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</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) | ||
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|[[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}} |