Editing Lucas (SSBU)

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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 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.
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 occasionally have some angling issues, and has long ending lag, making Lucas vulnerable to gimps and punishes by some characters.  
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.  
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.
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.
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|pummelname=Grab PK Shock ({{ja|つかみPKショック|Tsukami Pīkei Shokku}})
|pummelname=Grab PK Shock ({{ja|つかみPKショック|Tsukami Pīkei Shokku}})
|pummeldmg=1.3%
|pummeldmg=1.3%
|pummeldesc=A point-blank blast of PSI energy. Average power and speed.
|pummeldesc=Attacks the opponent with a small burst of PSI energy.
|fthrowname=PK Throw ({{ja|PKスルー|Pīkei Surū}})
|fthrowname=PK Throw ({{ja|PKスルー|Pīkei Surū}})
|fthrowdmg=10%
|fthrowdmg=10%
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|-
|-
! scope="row"|Cheer
! 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]]
|[[File:Lucas Cheer English SSBU.ogg|center]]||[[File:Lucas Cheer Japanese SSBU.ogg|center]]||[[File:Lucas Cheer Italian SSBU.ogg|center]]||[[File:Lucas Cheer Dutch SSBU.ogg|center]]||{{NTSC}} [[File:Lucas Cheer French NTSC SSBU.ogg|center]] <br> {{PAL}} [[File:Lucas Cheer French PAL SSBU.ogg|center]]
|-
|-
! scope="row"|Description
! scope="row"|Description
|Lu - cas! || Ryuuuu - ka! || Lu - cas! *claps 3 times* || Lucas! Go Lucas! || Luuuuu - cas!
|Lu - cas! || Ryuuuu - ka! || Lu - cas! *claps 3 times* || Lucas! Go Lucas! || Luuuuu - ca!
|}
|}
</div>
</div>
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|-
|-
! scope="row"|Cheer
! 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]]
|[[File:Lucas Cheer German 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
! scope="row"|Description
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==[[Spirit]]==
==[[Spirit]]==
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 {{SSBU|Classic Mode}}. 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''.


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