Editing Lucas (SSBU)

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|ssbgame2 = SSB4
|ssbgame2 = SSB4
|availability = [[Unlockable character|Unlockable]]
|availability = [[Unlockable character|Unlockable]]
|tier = C-
|ranking = 61
}}
}}
{{cquote|''Like Ness, Lucas is a young boy who uses PSI powers. Some of their PSI moves share the same names, but since Lucas has different abilities, the moves may work differently. Be sure to try them out! For his Final Smash, he calls down a shower of meteors along with Kumatora and Boney.''|cite=[https://www.smashbros.com/en_US/blog/ Super Smash Blog]|source=[[Super Smash Bros. Ultimate Official Site]]}}
'''Lucas''' ({{ja|リュカ|Ryuka}}, ''Lucas'') is a playable character in ''[[Super Smash Bros. Ultimate]]''. He was confirmed as a playable character on June 12th, 2018. Lucas is classified as fighter #37.


'''Lucas''' ({{ja|リュカ|Ryuka}}, ''Lucas'') is a playable character in ''[[Super Smash Bros. Ultimate]]''. He was revealed along with fellow ''EarthBound'' fighter {{SSBU|Ness}} and all other veterans on June 12th, 2018 and is classified as [[Fighter number|Fighter #37]].
Lani Minella reprises her role as Lucas, albeit through recycled voice lines from ''Brawl'' and ''Smash 4''.
 
As in ''[[Super Smash Bros. 4]]'', {{s|wikipedia|Lani Minella}}'s portrayal of Lucas from ''[[Super Smash Bros. Brawl]]'' was repurposed for ''Ultimate''.
 
Lucas is ranked 61st out of 82 on the current [[tier list]], placing him at the top of the C- tier. This is a sizable drop from his 28th/29th out of 54 placement in ''Smash 4'', where he was tied with {{SSB4|Ness}}.


==How to unlock==
==How to unlock==
Complete one of the following:
Complete one of the following:
*Play [[VS. match]]es, with Lucas being the 36th character to be unlocked.
*Play [[VS. match]]es, with Lucas being the 36th character to be unlocked.
*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 seventh 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]] (the [[Ω form]] is used in World of Light).
With the exception of the third method, Lucas must then be defeated on [[New Pork City]].


==Attributes==
==Changes from ''[[Super Smash Bros. 4]]''==
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.
Lucas received a mix of buffs and nerfs. His combo game was significantly toned down as down throw no longer combos into any of his aerials and techable footstools also hinders him. [[PK Thunder 2]] also has halted momentum at the end of its animation which shortens his recovery. Lucas also has a slightly harder time landing thanks to him only being able to air dodge once in the air and [[PSI Magnet]] no longer halts his momentum.
 
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 percentages. 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 occasionally 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 "[[double jump cancel zair]]", 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.
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 1.66x 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. 
 
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 aforementioned 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 successfully 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.
 
Despite his powerful throws, Lucas's grab game has its issues. 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|Shulk}} 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.
However, Lucas also received some buffs as his previously lacking mobility is somewhat better, helping his approach. Lucas also has improved specials, aerials, and ground attacks giving him a much more useful ground game, safer aerials, and more useful moves for his neutral game.


==Changes from ''[[Super Smash Bros. 4]]''==
It is currently unknown how much his buffs are going to compare to his nerfs and how he compares to his iterations in ''Brawl'' and ''Smash 4''.
Lucas has received a mix of buffs and nerfs in the transition from ''SSB4'' to ''Ultimate''; although he received much more buffs, it's hard to determine whether he has been buffed or nerfed overall. Some of Lucas's biggest strengths from the previous game have been noticeably nerfed, but his moveset as a whole is much more consistent.


Lucas has received comparatively few nerfs, though most of them have been heavy. The most notable of these nerfs is to his [[down throw]], which has more knockback and ending lag; which significantly hinders his previously guaranteed combos past low percentages, no longer having access to semi-guaranteed KO set-ups (into back aerial at the edge, or to up aerial at high percentages). The universally [[tech]]able [[footstool]]s and changes to [[lock]]ing have also drastically neutered the more intrincate setups his down throw had. Overall, Lucas no longer has access to guaranteed high damage from his throws, and his footstool-based combos are much less useful unless the opponent isn't able to tech in time. Aside from these 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.
===Aesthetics===
*{{change|As with all [[veteran]]s returning from ''SSB4'', Lucas's model features a more subdued color scheme. Similar to ''[[Brawl]]'', some of the detailing on his clothes and weapons are more prominent, such as the vertical stitching of his socks.}}
*{{change|The [[Rope Snake]]'s scales are more pronounced.}}
*{{change|Like Ness, Lucas’ stance is now mirrored, always facing the screen regardless of which direction he turns.}}
*{{change|All of Lucas’ PSI-based attacks are now dominantly light blue. This closely resembles the colors of PK Love in ''Mother 3''.}}
*{{change|Like {{SSBU|Ness}}, Lucas makes a new face when hit, with his eyes growing somewhat larger and rounder.}}
*{{change|Like Ness, Lucas's victory theme is now the ending of "Eight Melodies" from both ''Mother / EarthBound Beginnings'' as well as "Eight Melodies" from ''EarthBound'' layered together.}}
*{{change|Lucas has a new [[idle pose]] where he points to his forehead with his eyes closed with his leading hand then waves it in front of him, similar to Ness's head-pointing idle pose. It replaces the animation of Lucas waving his fists in front of him.}}
*{{change|Lucas now strikes a different pose during his {{s|wikibound|Seven Needles}} victory animation.}}


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 as well as retreating and can be chained into itself repeatedly or forward air, giving it great combo ability. [[Down aerial]] can now loop into itself at mid to high percentages, and can now 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.
===Attributes===
*{{buff|Like all characters, Lucas's [[jumpsquat]] animation now takes three frames to complete (down from 5).}}
*{{buff|Lucas [[dash]]es faster (1.5 → 1.65).}}
*{{buff|Lucas's [[initial dash]] is faster.}}
*{{buff|Lucas [[walk]]s slightly faster (0.85 → 0.893).}}
*{{buff|Lucas' [[air speed]] is slightly higher (1.1 → 1.155).}}
*{{buff|Lucas [[jump]]s higher.}}
*{{nerf|Because [[footstool]]s can now be teched, Lucas's combo game is less varied.}}


Lucas' grounded game has also seen several noteworthy improvements. [[Forward tilt]] has more range and power, [[up tilt|up]] and [[down tilt]]s have more combo ability, sweetspotted [[forward smash]] is more powerful, [[up smash]] has significantly increased power and now renders him invincible for longer, and [[down smash]] can now once again hit opponents multiple times. Lucas's special moves have all been improved as well; in particular, [[PK Freeze]] no longer makes Lucas helpless, can travel through soft and semi-soft platforms, 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. Thanks to the significant power buffs to most of his already powerful finishers, along with his drastically better edgeguarding game, Lucas' punish game is considerably more varied and less specialized overall.
===Ground attacks===
*[[Neutral attack]]:
**{{change|All three hits of Lucas's neutral attack have more [[hitlag]].}}
**{{buff|Neutral attack's second hit can be interrupted sooner, improving its potential for mix-ups.}}
**{{nerf|Neutral attack deals slightly less damage (8.5% → 7.5%).}}
*[[Dash attack]]:
**{{buff|[[Dash attack]] has less [[startup]] (frame 15 → 13) and slightly less [[ending lag]] (FAF 39 → 38).}}
*[[Up tilt]]:
**{{buff|Up tilt has less ending lag (FAF 37 → 34).}}
*[[Down tilt]]:
**{{change|[[Down tilt]] has increased hitlag.}}
**{{buff|Down tilt deals slightly more damage (3% → 5%).}}
*[[Forward smash]]:
**{{buff|[[Forward smash]] has slightly less ending lag (FAF 47 → 46).}}
**{{nerf|The reflector has more startup, though the total duration is unchanged (frame 10-19 → 11-20).}}
*[[Up smash]]:
**{{buff|Up smash has a larger hitbox.}} <!--Does it really? It seems unchanged from Smash 4-->
***{{change|An additional large blue hexagon graphic was added to indicate the hitbox's new size.}}
*[[Down smash]]:
**{{change|Lucas now bends his elbow after each shot of down smash, and his fingers are more pronounced throughout.}}
**{{buff|Down smash covers more range, making it easier to edgeguard opponents.}}
**{{buff|The three hits of Lucas's down smash are now treated as individual hitboxes, thus preventing opponents from shielding one hit and being immune to any following hits.}}
**{{buff|At low percents, Lucas' Down smash hits can connect with each other, doing much more damage.}}


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.
===Aerial attacks===
*{{buff|All aerials aside from grab aerial have less landing lag (Neutral: frame 13 → 12, Forward: 12 → 7, Back: 15 → 9, Up: 12 → 7, Down: 24 → 16).}}
*[[Neutral aerial]]:
**{{buff|Neutral aerial's hitbox is larger.}}
**{{buff|Neutral aerial can no longer be escaped from via [[SDI]].}}
**{{change|Neutral aerial's multihits have less hitlag, speeding up its execution upon connection.}}
**{{nerf|Neutral aerial now deals 4 hits instead of 5, resulting in less damage (12% → 10%).}}
**{{nerf|Neutral aerial now sends opponents behind or in front of Lucas depending on which part of the hitbox hits the last hit. This makes it more difficult to guarantee combos with.}}
***{{buff|This change makes it easier to combo with back aerial.}}
*[[Forward aerial]]:
**{{buff|Forward aerial's sweetspot deals slightly more damage (11.5% → 12.5%).}}
**{{buff|Foward aerial now autocancels if buffered out of a shorthop.}}
*[[Back aerial]]:
**{{buff|Back aerial now autocancels if buffered out of a shorthop.}}
**{{change|Back aerial's animation is faster.}}
**{{change|Back aerial can now spike grounded opponents. While this benefits from opponents' inability to tech grounded spikes, this takes away Lucas's ability to send grounded opponents offstage from behind him.}}
*[[Up aerial]]:
**{{buff|Up aerial's hitbox is now attached to Lucas's head.}}
***{{change|A motion trail has been added above Lucas's head to indicate the hitbox's new pattern.}}
**{{buff|Up aerial has reduced ending lag (FAF 46 → 34).}}
**{{buff|Up aerial now autocancels if buffered out of a shorthop.}}
**{{nerf|Up aerial deals slightly less damage (13% → 11%).}}
*[[Down aerial]]:
**{{buff|Down aerial now connects on aerial opponents more reliably.}}
**{{nerf|Down aerial now pushes grounded opponents away from its hitboxes, rather than picking them up from the ground as in ''Smash 4''.}}
*[[Grab aerial]]:
**{{nerf|Grab aerial has reduced range.}}
**{{buff|Grab aerial has more active frames.}}
**{{buff|Grab aerial deals slightly more damage (4% (clean)/2.8% (late) → 5%/3%).}}
**{{buff|Grab aerial has less ending lag (FAF 60 → 52).}}
**{{buff|Grab aerial can be double jump canceled, allowing Lucas to use it very close to the ground to start combos and approach.}}


Altogether, Lucas is a less polarized character than in ''Smash 4''. He no longer has access to KO setups from his down throw and his footstool and locking-based combos are less effective, but many of his most glaring weaknesses were notably improved, some of his less potent moves became much stronger, the significant buffs to his 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 options than he had in ''Smash 4''. As a result of this, Lucas has a relatively higher learning curve, and now plays better with a mix-up playstyle. However, given the various buffs to other returning veterans, and the introduction of DLC characters that Lucas struggles against, it's generally agreed that his buffs were not significant enough to improve Lucas, and he is worse relative to the cast than he was in ''Smash 4''.
===Throws/other attacks===
*[[Grab]] animations:
**{{change|The endings of Lucas's grabs now feature interruptible animations during which the Rope Snake doubles back to return to Lucas.}}
**{{change|Lucas's animation when holding a grabbed opponent has been altered; he now holds Rope Snake in one hand and uses the other to hold the opponent in place with telekinesis.}}
**{{change|Lucas now looks angry during his grab animation.}}
**{{change|Lucas's pummel animation now has him attack the grabbed opponent with PSI.}}
**{{nerf|Pummel is now slower.}}
*Standard grab:
**{{nerf|Lucas's standard grab range has been decreased.}}
**{{nerf|Lucas's standard grab has one frame more ending lag (FAF 46 → 47).}}
**{{buff|Lucas's dash grab has one frame less ending lag (FAF 56 → 55).}}
*{{change|Lucas has a new [[forward throw]] animation similar to {{SSBU|Diddy Kong}}'s forward throw.}}
*{{change|Lucas has a new [[back throw]] animation.}}
*{{buff|[[Up throw]] deals more knockback.}}
*[[Down throw]]:
**{{change|Lucas has a new down throw animation. Lucas lifts the opponent in the air using telekinesis, then forcefully slams them into the ground, sending them up and away.}}
**{{nerf|Down throw has more ending lag (FAF 50 → 58), greatly hindering its follow-up potential.}}
***{{change|Down throw deals significantly more damage (6.5% → 11%). While this make it better at damage racking, it further reduces it's combo ability on top of the increased ending lag due to the increased knockback.}}


{{SSB4 to SSBU changelist|char=Lucas}}
===Special Moves===
*[[PK Freeze]]:
**{{change|Lucas's animations during the move have been tweaked; Lucas himself now completely faces the screen, and the particle effects of the explosion now feature the PK Freeze graphic effects from ''Mother 3''.}}
**{{buff|The projectile travels faster.}}
**{{buff|The projectile can now can now travel through [[platform#Soft_platforms|soft]] and [[platform#Semisoft_platforms|semisoft platforms]].}}
**{{buff|PK Freeze no longer dissipates upon making contact with [[platform#Hard_platforms|hard platforms]] and can instead be held at the ground until the move is fully-charged.}}
**{{buff|The projectile now launches opponents at a horizontal angle away from Lucas (no matter which direction he faces), making it better for edgeguarding and KO'ing.}}
**{{buff|Lucas no longer becomes [[helpless]] when firing PK Freeze in the air.}}
*[[PK Fire]]:
**{{change|Lucas's hands now feature a red spark until PK Fire is fired, similarly to his finger in his down smash animation. The same spark appears when PK Fire successfully connects.}}
**{{buff|PK Fire has slightly increased damage (9% → 10%).}}
*[[PK Thunder]]:
**{{change|Lucas's PK Thunder's graphic effects have been changed; rather than maintaining its magenta coloration from ''Smash 4'', PK Thunder has been changed to be varying hues of blue. The move has also gained particle effects which resemble its respective PSI graphics from ''Mother 3''.}}
**{{buff|PK Thunder's electric ball travels faster.}}
**{{buff|Grounded PK Thunder has reduced ending lag.}}
*[[PK Thunder 2]]:
**{{nerf|Lucas's momentum at the end of [[PK Thunder 2]] is lower, slightly shortening its recovery distance.}}
**{{buff|PK Thunder 2 has reduced landing lag.}}
**{{change|PK Thunder 2 now triggers Special Zoom.}}
**{{buff|The window for using PK Thunder again after bouncing against a wall is much bigger.}}
*[[PSI Magnet]]:
**{{change|PSI Magnet now features its PSI graphics from ''Mother 3'' upon use. Lucas' back is angled lower in the end of his animation, similar to the beginning of his run animation in ''Mother 3.''}}
**{{buff|PSI Magnet has significantly less start-up (17→7)and ending lag (37→28).}}
**{{buff|PSI Magnet now features a hitbox which drags opponents closer to Lucas's hand on startup.}}
**{{buff|PSI Magnet's launching hitbox is larger.}}
**{{nerf|PSI Magnet no longer halts Lucas's momentum in the air. This prevents Lucas from being able to use it to mix up his landing as effectively.}}
***{{buff|Thanks to the changes mentioned above, Lucas can use PSI Magnet in combos.}}
*[[Final Smash]]:
**{{change|[[PK Starstorm]] is now similar to its  ''Brawl'' iteration, firing meteors inwards towards the center of the stage, but at a slower rate and with slower meteors. His pose during the move no longer reuses Ness's Final Smash animation and is instead replaced with one reminiscent of his animation in ''Brawl''. Lucas is also assisted by [[Kumatora]] and [[Boney]]. Like his other PSI moves, the move features graphics from PK Starstorm's animation in ''Mother 3'', including the background from the Final Boss.}}
***{{change|However, the trajectory of the meteors can still be angled.}}


==Update history==
==Update history==
Lucas was buffed slightly via game updates. Initially, update 2.0.0 only slightly decreased neutral aerial's landing lag and edge lockout duration. Following this, update 4.0.0 buffed Lucas in a few more noticeable ways. Forward tilt's sweetspot gained a larger hitbox (albeit only during the first 2 frames) and higher base knockback; both of these buffs make it a deceptively useful KO option, especially when it is angled upward when used as a follow-up from down tilt.
'''{{GameIcon|ssbu}} 2.0.0'''
 
*{{buff|Shortened the amount of time Lucas cannot grab the ledge after performing his neutral aerial (73 frames → 69).}}
Dash attack gained additional active frames, although its sourspot was inadvertently nerfed slightly, due to it becoming less advantageous on hit by 2 frames. Up smash gained more invincibility frames during start-up, while up aerial and [[PK Fire]] had their ending lag decreased and landing lag decreased, respectively. Lastly, update 8.0.0 improved the consistency of Lucas' pivot grab by adjusting its axis positioning.
*{{change|Down aerial now deals electrical damage.}}
 
*{{change|Pummel now deals electrical damage.}}
Overall, Lucas fares mildly better than he did at the launch of ''Ultimate''.
 
'''{{GameIcon|SSBU}} {{SSBU|2.0.0}}'''
{{UpdateList (SSBU)/2.0.0|char=Lucas}}
 
'''{{GameIcon|SSBU}} {{SSBU|4.0.0}}'''
{{UpdateList (SSBU)/4.0.0|char=Lucas}}
 
'''{{GameIcon|SSBU}} {{SSBU|8.0.0}}'''
{{UpdateList (SSBU)/8.0.0|char=Lucas}}


==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 [[double jump cancel|canceled]] by inputting a special move or throwing an item. This trait is shared with {{SSBU|Ness}}, {{SSBU|Mewtwo}}, {{SSBU|Kazuya}}, and {{SSBU|Sora}}.
*Lucas possesses a [[tether]] attack and grab.
''For a gallery of Lucas' hitboxes, see [[Lucas (SSBU)/Hitboxes|here]].''
{{MovesetTable
{{MovesetTable
|game=SSBU
|game=SSBU
|neutralcount=3
|neutralcount=3
|neutralname=Short Kick ({{ja|ショートキック|Shōto Kikku}}) / Reverse Kick ({{ja|リバースキック|Ribāsu Kikku}}) / Turning Kick ({{ja|ターニングキック|Tāningu Kikku}})
|neutralname=&nbsp;
|neutral1name=&nbsp;
|neutral2name=&nbsp;
|neutral3name=&nbsp;
|neutral1dmg=2.5%
|neutral1dmg=2.5%
|neutral2dmg=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]]. The second hit can be interrupted sooner than in ''Smash 4'', and lead into a grab or aerial attack.  
|ftiltname=PK Slash ({{ja|PKスラッシュ|Pīkei Surasshu}})
|ftiltname=&nbsp;
|ftiltdmg=11% (sweetspot), 7.5% (sourspot)
|ftiltdmg=11% (sweetspot), 7.5% (sourspot)
|ftiltdesc=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=A palm thrust that emits 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. This move's sourspot can [[lock]] opponents at low percents.
|utiltname=PK Reverse Kick ({{ja|PKリバーサルキック|Pīkei Ribāsu Kikku}})
|utiltname=&nbsp;
|utiltdmg=1.5% (hit 1), 8% (clean hit 2), 5% (late hit 2)
|utiltdmg=1.5% (hit 1), 8% (clean hit 2), 5% (late hit 2)
|utiltdesc=Telekinetically tilts himself upside down to perform a vertical thrust kick that emits a blast of PSI energy from his foot. It can combo into itself, a neutral aerial or an up aerial at low to medium percents.
|utiltdesc=Telekinetically tilts himself upside down to perform a vertical thrust kick that emits a blast of PSI energy from his foot. It can combo into itself, a neutral aerial or an up aerial at low to medium percents.
|dtiltname=Spinning Leap Kick ({{ja|スピニングリープキック|Supiningu Rīpu Kikku}})
|dtiltname=&nbsp;
|dtiltdmg=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 or 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 can [[lock]] opponents at low to medium percents.
|dashname=PK Palm Push ({{ja|PKパームプッシュ|Pīkei Pāmu Pusshu}})
|dashname=&nbsp;
|dashdmg=13% (sweetspot), 9% (sourspot)
|dashdmg=13% (sweetspot), 9% (sourspot)
|dashdesc=A dashing palm thrust that emits a blast of PSI energy from his hand. 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. Has noticeable start-up and deals more damage the farther the opponent is from Lucas.
|fsmashname=Stick ({{ja|ぼうっきれ|Bōkkire}})
|fsmashname=&nbsp;
|fsmashdmg={{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 slightly more damage and knockback, while the move overall functions very similarly to Ness' forward smash, including the ability to [[reflect]] projectiles. Compared to Ness' version, it has less start-up and ending lag, but deals less damage, knockback and has a lower damage multiplier when reflecting projectiles.
|usmashname=PK Smash Geyser ({{ja|PKスマッシュゲイザー|Pīkei Sumasshu Geizā}})
|usmashname=PK Love
|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|19}}, {{ChargedSmashDmgSSBU|18}}, {{ChargedSmashDmgSSBU|16}}, {{ChargedSmashDmgSSBU|14}}, or {{ChargedSmashDmgSSBU|12}} (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 81% when uncharged and at 43% 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.
|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 not true; the completely whiffs most edge-hanging characters unless their head pokes above the edge. It is a "high-risk, high-reward" attack; it has an extreme amount of ending lag, which makes it very punishable if missed, but it is strong enough to KO at 80% when uncharged and at 54% when fully charged. It also has other positives, as it renders Lucas invincible on frames 1-4, grants intangibility to his head on frames 15-29 and has a very large hitbox, making it a good anti-air attack if used correctly. The animation appears to based on Lucas' {{s|wikibound|Seven Needles}} pulling animation.
|dsmashname=PK Blow ({{ja|PKブロウ|Pīkei Burō}})
|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 ''Smash 4'', 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, though its shield damage is low for each hit to compensate.
|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 low ending lag. Unlike in ''SSB4'', each blast is treated as it's own hitbox, meaning that it can potentially hit multiple times at low percents, and damages shields more than once.
|nairname=PK Flying Attack ({{ja|PKフライングアタック|Pīkei Furaingu Atakku}})
|nairname=&nbsp;
|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. Launches at a more horizontal angle than in ''SSB4'', and the last hit knocks opponents the opposite direction of what Lucas is facing.
|fairname=PK Air Front Kick ({{ja|PKエアフロントキック|Pīkei Ea Furonto Kikku}})
|fairname=&nbsp;
|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 is fast and disjointed, making it a good off-stage option and one of Lucas' better spacing options. Its sweetspot deals the most knockback and can KO at high percents. This move's sourspot can [[lock]] opponents at early percents. It can also now autocancel.
|bairname=PK Meteor Kick ({{ja|PKメテオキック|Pīkei Meteo Kikku}})
|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 now autocancel if buffered out of a shorthop.
|uairname=Jumping Headbutt ({{ja|ジャンピングヘッドバット|Janpingu Heddobatto}})
|uairname=&nbsp;
|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 now autocancel.
|dairname=PK Foot Stomp ({{ja|PKフットスタンプ|Pīkei Futtu Sutanpu}})
|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 [[Stomp (archetype)|stomps]], with each stomp emitting a small blast of PSI energy from his feet. Like his back aerial, it is disjointed and has a meteor smash hitbox below himself on the fourth and last hit. The move itself is also difficult to fully land on smaller grounded opponents, such as {{SSBU|Pikachu}} and {{SSBU|Kirby}}. The last hitbox of this move can [[lock]] opponents at low percents.
|zairname=Midair [[Rope Snake]] ({{ja|空中ヒモヘビ|Kūchū Himohebi}})
|zairname=[[Rope Snake]]
|zairdmg=5% (clean snake), 3% (arm and late snake)
|zairdmg=5% (clean), 3% (late)
|zairdesc=Unfurls {{s|wikibound|Duster}}'s {{s|wikibound|Rope Snake}} in front of himself. It can damage opponents and act as a [[tether recovery]].
|zairdesc=Unfurls {{s|wikibound|Duster}}'s {{s|wikibound|Rope Snake}} in front of himself. It can damage opponents and act as a [[tether recovery]].
|grabname=Rope Snake ({{ja|ヒモヘビ|Himohebi}})
|grabname=Rope Snake
|grabdesc=Unfurls Duster's Rope Snake in front of himself. His standing grab is deceptively fast, although his pivot grab is very slow.
|grabdesc=Unfurls Duster's Rope Snake in front of himself. His standing grab is deceptively fast, although his pivot grab is very slow.
|pummelname=Grab PK Shock ({{ja|つかみPKショック|Tsukami Pīkei Shokku}})
|pummelname=&nbsp;
|pummeldmg=1.3%
|pummeldmg=1.3%
|pummeldesc=A point-blank blast of PSI energy. Average power and speed.
|pummeldesc=Attacks the opponent with PSI.
|fthrowname=PK Throw ({{ja|PKスルー|Pīkei Surū}})
|fthrowname=&nbsp;
|fthrowdmg=10%
|fthrowdmg=10%
|fthrowdesc=Telekinetically throws the opponent in front of himself. 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.  
|bthrowname=Reverse PK Throw ({{ja|リバースPKスルー|Ribāsu Pīkei Surū}})
|bthrowname=&nbsp;
|bthrowdmg=10%
|bthrowdmg=10%
|bthrowdesc=Telekinetically throws the opponent behind himself. It is his strongest throw. 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=PK Lifting ({{ja|PKリフティング|Pīkei Rifutingu}})
|uthrowname=&nbsp;
|uthrowdmg=10%
|uthrowdmg=10%
|uthrowdesc=Telekinetically whirls the opponent around his head, then throws them directly overhead. 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=PK Pile Driver ({{ja|PKパイルドライバー|Pīkei Pairu Doraibā}})
|dthrowname=&nbsp;
|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. Has significantly less combo ability than it did in ''SSB4'' due to it's higher ending lag. Despite this, it still can combo at 0% on most characters, though the options are very limited.
|floorfname=&nbsp;
|floorfname=&nbsp;
|floorfdmg=7%
|floorfdmg=7%
Line 162: Line 241:
|nsname=PK Freeze
|nsname=PK Freeze
|nsdmg=10%-23%
|nsdmg=10%-23%
|nsdesc=Emits a [[wikibound:PK Freeze|snowflake-shaped blast of PSI energy]] from his head that [[Frozen|freezes]] opponents. The direction of the blast's path can be controlled, it can be made stronger by holding the special button and it can be concluded at a deceptively fast speed. A notoriously effective edgeguarding tool, as it launches opponents away from Lucas and has great maneuverability, as well as having a large hitbox.
|nsdesc=Emits a [[wikibound:PK Freeze|snowflake-shaped blast of PSI energy]] from his head that [[Frozen|freezes]] opponents. The direction of the blast's path can be controlled, it can be made stronger by holding the special button and it can be concluded at a deceptively fast speed. Launches at a more horizontal angle than in ''SSB4'', making it better for edge-guarding and KO'ing.
|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 and horizontal recovery tool than Ness' PK 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 backward, 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)
|usdesc=Emits a [[wikibound:PK Thunder|streaming, electrical PSI projectile]] from his head. It can be directed into Lucas to launch him at a high speed. It doesn't disappear after hitting an opponent and instead hits multiple times, giving it damage racking and gimping potential. This effect also applies PK Thunder 2, with Lucas hitting an opponent multiple times upon colliding with them. Deals immense damage if all of PK Thunder 2's hits connect, making it one of the most damaging up specials in the game. It is also a versatile recovery option if used correctly, as it covers great distance while being hard to properly counter itself due to its multi-hit and intangible properties.
|usdesc=Emits a [[wikibound:PK Thunder|streaming, electrical PSI projectile]] from his head. Like Ness' PK Thunder, it can be directed into Lucas to launch him at a high speed. Unlike Ness' version, it does not disappear after hitting an opponent and instead hits multiple times, giving it damage racking potential. This effect also applies PK Thunder 2, with Lucas hitting an opponent multiple times upon colliding with them.
|dsname=PSI Magnet
|dsname=PSI Magnet
|dsdmg=8% (ending), heals the damage of absorbed projectiles (maximum 30%)
|dsdmg=8% (ending), heals 2.5× the damage of absorbed projectiles (maximum 30%)
|dsdesc=Thrusts his arm forward to emit a [[wikibound:PSI Magnet|glowing orb of PSI energy]] around his outstretched hand, which comes out quicker and absorbs more damage than Ness' variant. Any energy-based projectiles it absorbs will heal him. When a projectile hits him from behind, Lucas will turn around and heal from it, but not as consistently as in ''Brawl''. It can also be used offensively, due to it being safe on shield, dealing damage and having a [[semi-spike]] knockback to opponents inside of it when it dissipates. The move now has a windbox that drags in opponents near it.
|dsdesc=Thrusts his arm forward to emit a [[wikibound:PSI Magnet|glowing orb of PSI energy]] around his outstretched hand. Any energy-based projectiles it absorbs will heal him, although it no longer absorbs energy projectiles that are launched directly at his back as it did in ''Brawl''. It can also be used offensively, due to it dealing damage and [[semi-spike]] knockback to opponents inside of it when it dissipates. The move now has a windbox box that drags in opponents near it.
|fsname=PK Starstorm
|fsname=PK Starstorm
|fsdmg=6.5% (per hit)
|fsdmg=8% (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.}}
 
===Stats===
{{Attributes
| cast=89
| weight=94 | rweight=48-51
| dash=1.815 | rdash=63-69
| run=1.65 | rrun=53-55
| walk=0.893 | rwalk=74
| trac=0.116 | rtrac=20-28
| airfric=0.014 | rairfric=31-33
| air=1.155 | rair=21-26
| baseaccel=0.01 | rbaseaccel=15-87
| addaccel=0.085 | raddaccel=12-15
| gravity=0.09 | rgravity=45-51
| fall=1.37 | rfall=70
| ff=2.192 | rff=70
| jumpsquat=3 | rjumpsquat=2-89
| jumpheight=29.41 | rjumpheight=73
| shorthop=13 | rshorthop=78-80
| djump=44.13 | rdjump=8
}}
 
===[[Announcer]] call===
{{audio|Needs announcer calls from other languages.}}
<gallery>
Lucas English Announcer SSB4-SSBU.wav|English/Japanese/Chinese
Lucas French Announcer SSBU.wav|French
</gallery>''


===[[On-screen appearance]]===
===[[On-screen appearance]]===
*Rides in on a {{s|wikibound|Mr. Saturn}}-style coffee table, then hops off. The table is based on the one that Lucas rides in order to reach {{s|wikibound|Saturn Valley}} in ''Mother 3''.
*Rides in on a {{s|wikibound|Mr. Saturn}}-style coffee table, then hops off. The table is based on the one that Lucas rides in order to reach {{s|wikibound|Saturn Valley}} in ''Mother 3''.
<gallery>
LucasOnScreenAppearanceSSBU.gif|Lucas's on-screen appearance
</gallery>


===[[Taunt]]s===
===[[Taunts]]===
*'''Up taunt''': Trips, falls on his bottom, shakes his head, and gets back up.
*Trips, shakes his head, and gets back up.
*'''Side taunt''': Duster's Rope Snake comes out of Lucas's hand and has a brief conversation with him, as Lucas shrugs at it.
*Duster's Rope Snake taps Lucas on the shoulder and has a brief conversation with him, as Lucas shrugs at it.
*'''Down taunt''': 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.
*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>
SSBULucasTaunt1.gif|Lucas' up taunt.
SSBULucasTaunt2.gif|Lucas' side taunt.
SSBULucasTaunt3.gif|Lucas' down taunt.
</gallery>


===[[Idle pose]]s===
===[[Idle pose]]s===
*Taps the toes of his shoes on the ground.
*Taps the toes of his shoes on the ground.
*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>
SSBULucasIdle1.gif|Lucas' first idle pose.
SSBULucasIdle2.gif|Lucas' second idle pose.
</gallery>
===[[Crowd cheer]]===
<div class="tabber">
<div class="tabbertab" title="English, Japanese/Chinese, Italian, Dutch, French">
{| class="wikitable" border="1" cellpadding="4" cellspacing="1"
|-
!{{{name|}}}
!Cheer (English)
!Cheer (Japanese/Chinese)
!Cheer (Italian)
!Cheer (Dutch)
!Cheer (French)
|-
! scope="row"|Cheer
|[[File:Lucas Cheer English SSB4 SSBU.ogg|center]]||[[File:Lucas Cheer Japanese SSB4 SSBU.ogg|center]]||[[File:Lucas Cheer Italian SSB4 SSBU.ogg|center]]||[[File:Lucas Cheer Dutch SSBU.ogg|center]]||[[File:Lucas Cheer French SSBU.ogg|center]]
|-
! scope="row"|Description
|Lu - cas! || Ryuuuu - ka! || Lu - cas! *claps 3 times* || Lucas! Go Lucas! || Luuuuu - cas!
|}
</div>
<div class="tabbertab" title="German, Spanish, Russian, Korean">
{| class="wikitable" border="1" cellpadding="4" cellspacing="1"
|-
!{{{name|}}}
!Cheer (German)
!Cheer (Spanish)
!Cheer (Russian)
!Cheer (Korean)
|-
! scope="row"|Cheer
|[[File:Lucas Cheer German SSB4 SSBU.ogg|center]]||[[File:Lucas Cheer Spanish SSBU.ogg|center]]||[[File:Lucas Cheer Russian SSBU.ogg|center]]||[[File:Lucas Cheer Korean SSBU.ogg|center]]
|-
! scope="row"|Description
|Luuuuu - cas! || Luuuuu - cas! || Lu - cas! Lu - cas! || Ryu - ka!
|}
</div>
</div>


===[[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.
*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.
*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 front of himself while releasing blasts of PSI energy from his index and middle fingers.
*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>
Line 275: Line 277:
LucasVictoryPose3SSBU.gif
LucasVictoryPose3SSBU.gif
</gallery>
</gallery>
==In [[competitive play]]==
===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 -->
''See also: [[:Category:Lucas players (SSBU)]]''
*{{Sm|ChocoTaco|USA}} - One of the best Lucas players in the United States. His most notable run was his 25th-place finish at {{Trn|Let's Make Big Moves 2022}} where he upset {{Sm|Kola}}. He has also placed 17th at {{Trn|CEO 2021}} and 25th at {{Trn|Low Tide City 2022}} and was ranked 150th on the [[OrionRank Mid-Year 2022]].
*{{Sm|Nitox|France}} - One of the best Lucas players in the world, and one of two Lucas players ever ranked in the top 100 on a notable global ranking, with his highest ranking being 84th on the [[OrionRank Ultimate: Eclipse]]. His 9th place finish at the major {{Trn|COLOSSEL 2022}} is tied for the highest placement for a Lucas player at a major event.
*{{Sm|Regalo|USA}} - One of the best Lucas players in the world and one of two Lucas players ever ranked in the top 100 on a notable global ranking, ranking 97th on the [[UltRank 2022]]. His 9th place finish at the supermajor {{Trn|Super Smash Con 2022}} is the highest relative-to-number-of-players placement for a Lucas player at a major event, and is tied for the highest overall placement for a Lucas player at a major event.
*{{Sm|Rinkururu|Japan}} - Co-mains Lucas with {{SSBU|Min Min}} and has placed respectfully at several majors, including 13th at the major {{Trn|Maesuma TOP 7}} and 25th at the supermajor {{Trn|DELTA 4}}.
===Tier placement and history===
Likely due to his high learning curve and being outclassed by other characters with a similar archetype, Lucas's representation has been somewhat below average throughout most of the competitive lifespan. Although he has seen notable representation at a regional level thanks to the likes of {{Sm|Mekos}} and {{Sm|WhYYZ}}, his results at a major level were notably more scarce, although they have since been improving in the post-online metagame thanks to the efforts of players such as {{Sm|ChocoTaco}}, {{Sm|Nitox}}. and {{Sm|Regalo}}. As a result, most players consider Lucas to be in the mid-tier, which is reflected in Lucas's placement in the current tier list, where he is ranked 61st as the highest character in the C- tier.


=={{SSBU|Classic Mode}}: Magic, Sacred Powers, and PSI!==
=={{SSBU|Classic Mode}}: Magic, Sacred Powers, and PSI!==
[[File:SSBU Congratulations Lucas.png|thumb|Lucas' congratulations screen.]]
All of Lucas' opponents have some sort of magical abilities.
All of Lucas' opponents have supernatural abilities.


{|class="wikitable sortable" style="text-align:center"
{|class="wikitable sortable" style="text-align:center"
!Round!!Opponent!!Stage!!Music!!Notes
!Round!!Opponent!!Stage!!Music!!Notes
|-
|-
|1||{{CharHead|Ness|SSBU|hsize=20px}}||[[Magicant]]||''{{SSBUMusicLink|EarthBound|Magicant}}''||When playing multiplayer, the second {{Head|Ness|g=SSBU|s=20px|cl=Blue}} Ness will have his blue costume, referencing Ness' younger self that he encounters in Magicant.
|1||{{SSBU|Ness}}||[[Magicant]]||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||Male and Female {{SSBU|Robin}}||[[Arena Ferox]]||Conquest (Ablaze)||
|-
|-
|3||{{CharHead|Rosalina & Luma|SSBU|hsize=20px}}||[[Mario Galaxy]]||''{{SSBUMusicLink|Super Mario Bros.|Gusty Garden Galaxy}}''||
|3||{{SSBU|Rosalina & Luma}}||[[Mario Galaxy]]||Gusty Garden Galaxy||
|-
|-
|4||Giant {{CharHead|Palutena|SSBU|hsize=20px}}||[[Palutena's Temple]] ([[Ω form]])||''{{SSBUMusicLink|Kid Icarus|Underworld}}''||
|4||Giant {{SSBU|Palutena}}||[[Palutena's Temple]] ([[Ω form]])||Underworld||
|-
|-
|5||{{CharHead|Bayonetta|SSBU|hsize=20px}}||[[Umbra Clock Tower]]||''{{SSBUMusicLink|Bayonetta|Tomorrow Is Mine (Bayonetta 2 Theme) (Instrumental)}}''||
|5||{{SSBU|Bayonetta}}||[[Umbra Clock Tower]]||Tomorrow Is Mine (Bayonetta 2 Theme) (Instrumental)||
|-
|-
|6||{{CharHead|Mewtwo|SSBU|hsize=20px}}||[[Kalos Pokémon League]]||''{{SSBUMusicLink|Pokémon|Battle! (Team Galactic)}}''||Mewtwo strongly resembles {{s|wikibound|Giygas}}, the main antagonist of ''{{s|wikibound|EarthBound Beginnings}}'' and ''{{b|EarthBound|game}}''. However, Giygas does not appear in ''Mother 3''.
|6||{{SSBU|Mewtwo}}||[[Kalos Pokémon League]]||Battle! (Team Galactic)||
|-
|-
|colspan="5"|[[Bonus Stage]]
|colspan="5"|Bonus Stage
|-
|-
|Final||{{SSBU|Master Hand}}||{{SSBU|Final Destination}}||''{{SSBUMusicLink|Super Smash Bros.|Master Hand}}'' <small>(Less than 7.0 intensity)</small><br>''{{SSBUMusicLink|Super Smash Bros.|Master Hand / Crazy Hand}}'' <small>(Intensity 7.0 or higher)</small>||On intensity 7.0 and higher, {{SSBU|Crazy Hand}} fights alongside Master Hand.
|Final||{{SSBU|Master Hand}}||{{SSBU|Final Destination}}||Master Hand||On intensity 7.0 and higher, {{SSBU|Crazy Hand}} fights alongside Master Hand, and the track ''Master Hand / Crazy Hand'' plays during the battle.
|}
|}
Note: All stages Lucas travels to are ''Super Smash Bros. 4'' stages.
[[Credits]] roll after completing Classic Mode. Completing it as Lucas has ''{{SSBUMusicLink|EarthBound|Mother 3 Love Theme}}'' accompany the credits.
{{clr}}


==Role in [[World of Light]]==
==Role in [[World of Light]]==
[[File:WoL-37Lucas.jpg|thumb|Finding Lucas in World of Light|left]]
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, after defeating either the [[Ashley]] or [[Min Min]] spirit.
Lucas can be found on a village covered in fog as a callback to his home of Tazmily Village.  
{{clrl}}


===Fighter Battle===
Lucas is fought on the Omega version of New Pork City, with a Shield spirit with 6,600 power.
{|class="wikitable" style="width:100%;"
|-
!style="width:5%;"|No.
!style="width:5%;"|Image
!Name
!Type
!Power
!Stage
!Music
|-
|37
|[[File:Lucas SSBU.png|center|64x64px]]
|Lucas
|{{SpiritType|Shield}} <center>{{color|#18aef5|Shield}}</center>
|6,600
|[[New Pork City]] ([[Ω form]])
|''{{SSBUMusicLink|EarthBound|Unfounded Revenge / Smashing Song of Praise}}''
|}
{{clr}}


==[[Spirit]]==
==[[Spirit]]s==
Lucas's fighter spirit can be obtained by completing {{SSBU|Classic Mode}} as Lucas. It is also available periodically for purchase in the shop for 300 Gold, but only after Lucas has been unlocked. Unlocking Lucas in World of Light allows the player to preview the spirit below in the Spirit List under the name "???". As a fighter spirit, it cannot be used in Spirit Battles and is purely aesthetic. His fighter spirit has an alternate version that replaces it with his artwork in ''Ultimate''.
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>
<gallery>
<gallery>
SSBU spirit Lucas.png|564. '''''Lucas'''''
Lucas Spirit.png|564. '''''Lucas'''''
</gallery>
</gallery>
</center>
</center>
==In Spirit Battles==
===As the main opponent===
{|class="wikitable sortable" style="width:100%;"
! colspan=4|Spirit
! colspan=7|Battle parameters
! colspan=1|Inspiration
|-
! style="width:5%;"|No.
! style="width:5%;"|Image
! Name
! Series
! Enemy Fighter(s)
! style="width:5%;"|Type
! style="width:5%;"|Power
! Stage
! Rules
! Conditions
! Music
! Character
|-
|462
|{{SpiritTableName|Articuno, Zapdos, & Moltres|customname=[[Articuno]], [[Zapdos]], & [[Moltres]]|size=64}}
|''Pokémon'' Series
|•Reflect {{SSBU|Lucas}} {{Head|Lucas|g=SSBU|s=20px|cl=Cyan}}{{Head|Lucas|g=SSBU|s=20px|cl=Orange}}{{Head|Lucas|g=SSBU|s=20px|cl=Red}} (80 HP)
|{{SpiritType|Attack}}
|13,700
|[[Find Mii]] ([[Battlefield form]])
|N/A
|•The enemy reflects projectiles<br>•The enemy's PSI attacks have increased power<br>•[[Stamina battle]]<br>•''Only certain Pokémon will emerge from Poké Balls (Moltres)''
|{{SSBUMusicLink|Pokémon|Pokémon Red / Pokémon Blue Medley}}
|Articuno (cyan costume)<br>Zapdos (orange costume)<br>Moltres (red costume)
|-
|585
|{{SpiritTableName|Kumatora|link=y|size=64}}
|''EarthBound'' Series
|•{{SSBU|Lucas}} {{Head|Lucas|g=SSBU|s=20px|cl=Cyan}}
|{{SpiritType|Attack}}
|4,200
|[[New Pork City]] ([[Battlefield form]])
|•Hazard: Ice Floor
|•The floor is frozen<br>•The enemy starts the battle with a [[Fire Flower]]
|{{SSBUMusicLink|EarthBound|Mother 3 Love Theme}}
|
|-
|589
|{{SpiritTableName|Masked Man|size=64}}
|''EarthBound'' Series
|•{{SSBU|Lucas}} {{Head|Lucas|g=SSBU|s=20px|cl=Grey}} (160 HP)
|{{SpiritType|Attack}}
|9,400
|[[New Pork City]] ([[Ω form]])
|N/A
|•[[Stamina battle]]<br>•The enemy will charge up a powerful Final Smash<br>•The enemy has increased attack power<br>•''The enemy starts the battle with a [[Beam Sword]]''
|{{SSBUMusicLink|EarthBound|Porky's Theme}}
|
|-
|590
|{{SpiritTableName|Claus|size=64}}
|''EarthBound'' Series
|•{{SSBU|Lucas}} {{Head|Lucas|g=SSBU|s=20px|cl=Orange}}<br>•Metal {{SSBU|Lucas}} {{Head|Lucas|g=SSBU|s=20px|cl=Grey}}
|{{SpiritType|Neutral}}
|13,200
|[[Garden of Hope]] ([[Battlefield form]])
|•Strengthen Weapon
|•Reinforcements will appear after an enemy is KO'd<br>•All fighters' melee weapons have increased power after a little while<br>•The enemy is metal
|{{SSBUMusicLink|EarthBound|Mother 3 Love Theme}}
|Masked Man (Metal Lucas)
|-
|1,078
|{{SpiritTableName|Kid Dracula|size=64}}
|''Kid Dracula''
|•{{SSBU|Lucas}} {{Head|Lucas|g=SSBU|s=20px|cl=Grey}}
|{{SpiritType|Grab}}
|9,600
|[[Dracula's Castle]]
|•Hazard: Slumber Floor
|•The floor is sleep-inducing<br>•The enemy's melee blows will heal them when they hit
|{{SSBUMusicLink|Castlevania|Dwelling of Doom}}
|
|}
===As a minion===
{|class="wikitable sortable" style="width:100%;"
! colspan=4|Spirit
! colspan=7|Battle parameters
! colspan=1|Inspiration
|-
! style="width:5%;"|No.
! style="width:5%;"|Image
! Name
! Series
! Enemy Fighter(s)
! style="width:5%;"|Type
! style="width:5%;"|Power
! Stage
! Rules
! Conditions
! Music
! Character
|-
|307
|{{SpiritTableName|Slugger & Green Glove|size=64}}
|''Yoshi'' Series
|•{{SSBU|Ness}} {{Head|Ness|g=SSBU|s=20px|cl=Yellow}}<br>•{{SSBU|Lucas}} {{Head|Lucas|g=SSBU|s=20px|cl=Green}}
|{{SpiritType|Grab}}
|1,500
|{{SSBB|Yoshi's Island}}
|•Item: [[Beastball]]
|•The enemy starts the battle with a [[Home-Run Bat]]
|{{SSBUMusicLink|Yoshi|Obstacle Course - Yoshi's Island}}
|{{s|mariowiki|Green Glove}}
|-
|581
|{{SpiritTableName|Flint|size=64}}
|''EarthBound'' Series
|•{{SSBU|Snake}} {{Head|Snake|g=SSBU|s=20px|cl=Chartreuse}}<br>•{{SSBU|Lucas}} {{Head|Lucas|g=SSBU|s=20px|cl=Orange}}
|{{SpiritType|Attack}}
|4,200
|[[Onett]] ([[Battlefield form]])
|•Hazard: Lava Floor
|•The floor is lava<br>•The enemy starts the battle with a [[Franklin Badge]]
|{{SSBUMusicLink|EarthBound|Mother 3 Love Theme}}
|{{s|wikibound|Claus}}
|-
|582
|{{SpiritTableName|Hinawa|size=64}}
|''EarthBound'' Series
|•{{SSBU|Zelda}} {{Head|Zelda|g=SSBU|s=20px|cl=Purple}}<br>•{{SSBU|Lucas}} {{Head|Lucas|g=SSBU|s=20px|cl=Orange}}{{Head|Lucas|g=SSBU|s=20px|cl=Blue}}
|{{SpiritType|Attack}}
|13,100
|{{SSBB|Yoshi's Island}}
|•Easy to Launch
|•All fighters are easy to launch
|{{SSBUMusicLink|EarthBound|Mother 3 Love Theme}}
|{{s|wikibound|Lucas}} (blue costume) and {{s|wikibound|Claus}} (orange costume)
|-
|583
|{{SpiritTableName|Boney|link=y|size=64}}
|''EarthBound'' Series
|•{{SSBU|Duck Hunt}} {{Head|Duck Hunt|g=SSBU|s=20px|cl=Brown}}<br>•{{SSBU|Lucas}} {{Head|Lucas|g=SSBU|s=20px|cl=Green}}
|{{SpiritType|Neutral}}
|1,500
|[[Onett]]
|N/A
|•Take your strongest team into this no-frills battle
|{{SSBUMusicLink|EarthBound|Mother 3 Love Theme}}
|{{s|wikibound|Lucas}}
|-
|1,116
|{{SpiritTableName|Pitcher & Batter|size=64}}
|''Baseball''
|•{{SSBU|Ness}} {{Head|Ness|g=SSBU|s=20px|cl=Blue}}<br>•{{SSBU|Lucas}} {{Head|Lucas|g=SSBU|s=20px|cl=Red}}×2
|{{SpiritType|Grab}}
|1,700
|[[Pokémon Stadium 2]] (hazards off)
|•Item Tidal Wave<br>•Item: Sports
|•The enemy favors side smash attacks<br>•The enemy starts the battle with a [[Home-Run Bat]]<br>•Certain items will appear in large numbers
|{{SSBUMusicLink|Other|Baseball (Training)}}
|Catcher(s)
|}


==[[Alternate costume (SSBU)#Lucas|Alternate costumes]]==
==[[Alternate costume (SSBU)#Lucas|Alternate costumes]]==
Line 535: Line 335:
<gallery>
<gallery>
SSBU Lucas Number.png|Lucas' fighter card.
SSBU Lucas Number.png|Lucas' fighter card.
Lucas unlock notice SSBU.jpg|Lucas' unlock notice.
SSBUWebsiteLucas1.jpg|Taunting on [[Green Greens]].
SSBUWebsiteLucas1.jpg|Taunting on [[Green Greens]].
SSBUWebsiteLucas2.jpg|Lucas using his [[Rope Snake]] on [[Skyloft]].
SSBUWebsiteLucas2.jpg|Lucas using his [[Rope Snake]] on [[Skyloft]].
Line 549: Line 348:
</gallery>
</gallery>


===Fighter Showcase Video===
===Character Showcase Video===
{{#widget:YouTube|id=GWjfyyGNL8c}}
{{#widget:YouTube|id=GWjfyyGNL8c}}


==Trivia==
==Trivia==
*Although Lucas' bursts of PSI retain their pink-and-yellow color scheme in his reveal trailer, pre-release screenshots, and his appearance in the [[:File:SSBU Panoramic.png|panoramic "Everyone Is Here!" illustration]], his bursts of PSI in the released version of ''[[Super Smash Bros. Ultimate]]'' feature a cyan-and-yellow color scheme instead.
*Because Lucas' PSI-based attacks are light-blue, this makes it inconsistent with his artwork seen in the Panoramic illustration featuring all of the fighters which the PSI-based attack was the former colored pink and yellow.
*Lucas is the only ''[[Super Smash Bros. Brawl]]'' [[newcomer]] to receive a completely new victory theme.
*Lucas' character portrait is based off of his side taunt.
*While holding a small item, Lucas still reverts to {{SSB4|Ness}}' previous idle animation, even though {{SSBU|Ness}} received an updated one.
*Lucas is in Kirby's Classic Mode unlock column, the same one as Ness.
*When Lucas performs his forward smash while facing left, the stick will not shrink after he wields it.
*Lucas is the first, and currently only [[Brawl]] newcomer to receive a completely new victory theme.
*There is an animation glitch regarding Lucas' back-hitting/wall bounce hitstun animation, in which animation blending does not occur and results in him "snapping" into his tumbling animation. This does not occur with Ness.
*When factoring in his availability in ''Brawl'' and ''[[Super Smash Bros. 4]]'', Lucas is the only fighter in the entire series to have been a [[starter character]], an [[unlockable character]], and accessible via [[downloadable content]].
*Despite also specializing in supernatural powers, {{SSBU|Zelda}} does not appear in Lucas' Classic Mode route.
*Lucas and the {{SSBU|Ice Climbers}} are the only fighters that use sprites for their default fighter spirits.


{{SSBUCharacters}}
{{SSBUCharacters}}
Line 566: Line 361:
[[Category:Lucas (SSBU)| ]]
[[Category:Lucas (SSBU)| ]]
[[Category:Spirits]]
[[Category:Spirits]]
[[es:Lucas (SSBU)]]

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