Super Smash Bros. 4

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{{Disambig2|Lucario's appearance in ''Super Smash Bros. 4''|the character in other contexts|Lucario}}
{{Disambig2|Lucario's appearance in ''Super Smash Bros. 4''|the character in other contexts|Lucario}}
{{Infobox Character
{{Infobox Character
|name         = Lucario
|name = Lucario
|image       = [[Image:Lucario SSB4.png|250px|Lucario]]
|image = [[File:Lucario SSB4.png|250px]]
|game         = SSB4
|game = SSB4
|ssbgame1     = SSBB
|ssbgame1 = SSBB
|ssbgame2 = SSBU
|availability = [[Starter character|Starter]]
|availability = [[Starter character|Starter]]
|tier = B
|tier = B
|ranking = 19
|ranking = 17
}}
}}
'''Lucario''' ({{ja|ルカリオ|Rukario}}, ''Lucario'') is a playable character in ''[[Super Smash Bros. 4]]''. Its return to the series was announced on January 31st, 2014, six years to the day of the year that ''[[Super Smash Bros. Brawl]]'' was released in Japan. According to an extra post for [https://miiverse.nintendo.net/posts/AYMHAAACAADMUKli5Hr24Q its Miiverse reveal], this timing was done to commend the ''Brawl'' developers for succeeding in adding Lucario to ''Brawl''.
'''Lucario''' ({{ja|ルカリオ|Rukario}}, ''Lucario'') is a playable character in ''[[Super Smash Bros. 4]]''. Its return to the series was announced on January 31st, 2014, six years to the day of the year that ''[[Super Smash Bros. Brawl]]'' was released in Japan. According to an extra post for its Miiverse reveal, this timing was done to commend the ''Brawl'' developers for succeeding in adding Lucario to ''Brawl''.


Lucario is now voiced by Sean Schemmel in the English version, who replaces Bill Rogers from ''Brawl'' and voiced [[bulbapedia:Lucario (M08)|Sir Aaron's Lucario]] in ''{{s|bulbapedia|Lucario and the Mystery of Mew}}''. As in ''Brawl'', Lucario is also voiced by different voice actors for ''SSB4'''s Spanish, French, German and Italian versions. However, Daisuke Namikawa reprises its role for the Japanese version.
{{s|wikipedia|Daisuke Namikawa}} reprises his role in the Japanese version from Brawl with new recorded voice clips of the game. {{s|wikipedia|Sean Schemmel}}, who voiced [[bulbapedia:Lucario (M08)|Sir Aaron's Lucario]] in ''{{s|bulbapedia|Lucario and the Mystery of Mew}}'', now voices Lucario in the English version, replacing {{iw|wikipedia|Bill Rogers|voice actor}} from ''Brawl'', after initially [https://i.kym-cdn.com/photos/images/original/000/803/233/4ba.png confirming] that he would be reprising his role. As in ''Brawl'', it is also voiced by different voice actors for ''SSB4''{{'}}s Spanish, French, German and Italian versions.


Lucario is currently ranked 19th out of 58 on the [[tier list]] in the C tier. This is a very slight drop from its placement in ''Brawl'', where it was ranked 11th out of 38, although it is currently ranked in high tier in comparison to its ''Brawl'' incarnation being ranked in upper mid tier. Lucario's signature [[Aura]] has been strengthened, which is further supplemented by the new [[rage]] mechanic. This makes most of Lucario's attacks among the strongest in the game when it is extremely damaged, such as all smash attacks, up/back throws, up aerial and back aerial (the latter being the strongest outright). The new Aura mechanics also grant new benefits to Lucario's special moves; at high Aura, [[Aura Sphere]] grows even larger than Lucario itself, [[Force Palm]]'s blast gains significantly increased range, [[Extreme Speed]] covers huge distances (and can now damage opponents at the end), and [[Double Team]] becomes the among strongest [[counterattack]]s in the game. Altogether, this grants Lucario huge comeback potential, with a single opening being enough for it to KO careless opponents, much like the hard-hitting heavyweights such as {{SSB4|Ganondorf}}, but with significantly faster moves.
Lucario is ranked 17th out of 54 on the [[tier list]], placing it in the B tier. This is roughly similar to its mid-tier placement in ''Brawl'', where it was ranked 11th out of 38, although ''SSB4''{{'}}s tier structuring renders it as a high-tier character, making this its best placement in the series. Lucario's signature [[Aura]] has been strengthened, which is further supplemented by the new [[rage]] mechanic. This makes most of its attacks among the strongest in the game when it is highly damaged, with its smash attacks, up and back throws, and its up and back aerials each being easily capable of KOing. The new Aura mechanics also grant new benefits to Lucario's special moves: with high Aura, [[Aura Sphere]] grows even larger than Lucario itself, [[Force Palm]]'s blast possesses significantly more range, [[Extreme Speed]] covers much farther distance, and [[Double Team]] becomes one of the strongest [[counterattack]]s in the game. As a result, Lucario boasts very potent comeback potential, with a single opening being enough for it to KO careless opponents.


However, Lucario still maintains its below average movement speed, making it difficult for it to force an approach. Lucario's new Aura mechanics also causes its moves to deal drastically lower knockback and damage at lower percentages, making it almost impossible to KO opponents until 150%. While this allows Lucario to combo reliably at lower percentages, this makes it much harder for it to combo or create setups when it is at a high percentage, due to the aforementioned strength of its attacks at high Aura. Additionally, some of Lucario's moves have been worsened in other ways, making it more dependent on Aura to secure KOs and thus giving it a riskier playstyle than before; some examples are its smash attacks, which are significantly laggier, and Force Palm's grab, which is escapable at low Aura. Finally, Extreme Speed now gains so much speed at max Aura that it can easily cause a [[self-destruct]] if Lucario isn't careful, and the move has two seconds of landing lag if it ends in the air, making Lucario heavily open for punishment.
However, Lucario still maintains its below-average mobility, making it difficult for it to force an approach. Lucario's new Aura mechanics also cause its moves to deal drastically lower knockback and damage at low percentages, making it almost impossible to KO opponents until 150%. While this allows Lucario to combo reliably at low percentages, this makes it much harder for it to combo or create set-ups when it is highly damaged, due to the aforementioned strength of its attacks at high Aura and rage. As Lucario is also dependent on Aura to secure KOs, it has a riskier playstyle compared to many other characters. Some examples are its smash attacks, which have high lag, and Force Palm's grab, which can be escaped at low Aura. Finally, Extreme Speed now gains enough speed at max Aura that it can inadvertently cause a [[self-destruct]] if used recklessly, and the move has a full second of landing lag if it ends in the air, making Lucario heavily open for punishment.


Overall, Lucario has below-average representation and decent results in the competitive scene, although its dependence on its Aura mechanic has caused its viability to be viewed contentiously; while some players view it as a capable fighter who can hold its own at comboing or KOing depending on the strength of its Aura, others view its reliance on Aura as too volatile to be depended on. Regardless, it is still considered a solid pick in competitive play, with dedicated mains (such as {{sm|Serge}} and {{sm|Day}}) continuing to expand its metagame. It should be noted that a huge upset occurred at [[Frostbite 2017]], where a Japanese Lucario player {{sm|Tsu-}} was able to placed 2nd while being able to defeat many noticeable players like {{sm|ZeRo}}, {{sm|VoiD}}, {{sm|Kameme}} and {{sm|Salem}}. Following this event, his placement has become debatable.  
Lucario has attained decent results in the competitive scene, though its representation is considered below-average. Despite having a number of upsets, such as at [[Frostbite 2017]], where Japanese Lucario player {{sm|Tsu-}} placed 2nd while defeating many top players like {{sm|ZeRo}}, {{sm|VoiD}}, {{sm|Kameme}} and {{sm|Salem}}, Lucario's true viability has been contested. While {{sm|Serge}} and {{sm|Day}} continue to develop its metagame, a number of players feel that Lucario's inherent playstyle makes it too risky to be a truly viable pick near the end of the metagame.


==Attributes==
==Attributes==
Lucario's attributes are overall balanced. It is a [[weight|mediumweight]] with below average [[walking]] speed, above average [[falling speed]] and [[air speed]], average [[gravity]], [[air acceleration]], and [[dash]]ing speed, and the highest [[traction]]. It is also able to [[crawl]] and one of the only five characters that can [[wall cling]].
Lucario is a [[weight|middleweight]] with slightly below-average [[walk]]ing speed, average [[dash]]ing speed, and above-average [[falling speed]] and [[air speed]]. It also has average [[gravity]] and [[air acceleration]], and the highest [[traction]]. These attributes render Lucario's overall mobility as average. It is also able to [[Crawling|crawl]], [[wall jump]], and one of the only five characters in the game that can [[wall cling]].


Lucario possesses a unique mechanic that no other character in the game has: [[Aura]]. Aesthetically, aura appears as blue, concentrated energy and affects every single move Lucario performs. Mechanically, aura is a damage multiplier, starting at 0.66x when Lucario is at 0% and capping at 1.7x when Lucario has taken at least 190%. The multipliers also get multiplied whenever Lucario has a stock lead or not, effectively increasing or decreasing Lucario's aura presence. When Lucario is 2 stocks or more ahead, aura is affected by a 0.6333x multiplier, when at 1 stock ahead it is affected by 0.8x, when at 1 stock behind it is affected by 1.3333x, and when at 2 stocks or more behind it is affected by 2x. This means that, even though most of Lucario's moves have high knockback scaling, their power is extremely low with low aura, and insufficient to KO until well beyond 150%. However, with high aura, Lucario's moves have incredible power, with many of them easily surpassing every other character's at max aura, including {{SSB4|Bowser}}'s and {{SSB4|Ganondorf}}'s. In addition, the [[rage]] mechanic further boosts the knockback of Lucario's attacks, which complements their already high power.
Lucario possesses a unique mechanic called [[Aura]]. Aesthetically, Aura appears as blue, concentrated energy and affects Lucario's entire moveset. Mechanically, Aura is a damage multiplier with a baseline of 0.66× at 0%, and an apex of 1.when Lucario has received at least 190%. The multipliers also get multiplied whenever Lucario has a stock lead or not, effectively increasing or decreasing Lucario's Aura. When Lucario is 2 stocks or more ahead, Aura is affected by a 0.6333× multiplier, when at 1 stock ahead it is affected by 0., when at 1 stock behind it is affected by 1.3333×, and when at 2 stocks or more behind it is affected by . This means that, even though most of Lucario's moves have high knockback scaling, their power is extremely low with low Aura; this grants it respectable combo potential, yet makes even its strongest attacks unable to KO until very high percentages. Conversely, high Aura does the opposite: it results in Lucario's combo potential becoming virtually nonexistent, but grants its moves incredible power, with many of them easily surpassing every other character's at maximum Aura. In addition, the [[rage]] mechanic further boosts the knockback of Lucario's attacks, which complements their already high power.


Aside from that, another big strength of Lucario is the good versatility throughout its moveset. Its aerial game has good uses: neutral and forward aerials are good combo moves, either for starting or continuing them. Down aerial is Lucario's fastest one, and has the interesting property of cancelling Lucario's momentum, which can lead to mindgames or gimps. Up and back aerials are Lucario's strongest ones, and since they have immense power when Lucario is at high levels of aura, they serve as very effective KO moves. Meanwhile, its grounded game also provides decent options, with its neutral attack, forward and down tilts serving as good anti-pressure options, up tilt serving as a decent combo starter, dash attack being a great option to punish laggy moves and Lucario's smash attacks having immense strength overall. Next, its grab game boasts impressive benefits. Since Lucario's [[pummel]] is the fastest in the game, it can deal large amounts of damage at high percents. Its up throw has decently knockback, and can combo effectively at most percents. It is also the most damaging and one of the strongest when Lucario's aura is high, making up for its increased power. Down throw can serve as a combo starer as well, but only on light opponents and at low levels of aura. Its forward throw is the fastest throw in the game, as well as the third strongest with high aura. Finally, its back throw is a very powerful [[semi-spike]], making it excellent for [[edgeguarding]], [[tech-chasing]] and, with sufficiently high aura, KOing.
Aside from that, another big strength of Lucario is the good versatility throughout its moveset. Its aerial game has good uses: neutral and forward aerials are good combo moves, either for starting or continuing them. Down aerial is Lucario's fastest one, and has the interesting property of canceling Lucario's momentum, which can lead to mindgames or gimps. Up and back aerials are Lucario's strongest ones, and since they have immense power when Lucario is at high levels of Aura, they serve as very effective KO moves. Meanwhile, its grounded game also provides decent options, with its neutral attack, forward and down tilts serving as good anti-pressure options, up tilt serving as a decent combo starter, dash attack being a great option to punish laggy moves and Lucario's smash attacks having immense strength overall. Next, its grab game boasts impressive benefits. Since Lucario's [[pummel]] is the fastest in the game, it can deal large amounts of damage at high percentages. Its up throw has decent knockback, and can combo effectively at most percentages. It is also the most damaging and one of the strongest when Lucario's Aura is high, making up for its increased power. Down throw can serve as a combo starer as well, but only on light opponents and at low Aura. Its forward throw is the fastest throw in the game, as well as the strongest of its kind with high Aura, along with Bowser's. Finally, its back throw is a very powerful [[semi-spike]], making it excellent for [[edgeguarding]], [[tech-chasing]] and, with sufficiently high Aura, KOing.


Lastly, Lucario has a very useful special moveset. [[Aura Sphere]] is a strong [[projectile]] very similar to [[Charge Shot]], but since its size and power are affected by aura, it is much more dangerous at high percents. Additionally, its high damage output when fully charged allows it to [[Priority|out-prioritize]] most moves in the game. The charging hitbox is also infamous for having a true followup into Lucario's up smash, which is particularly dangerous at high percentages. [[Force Palm]] shoots a blast of aura forward, with its range and power increasing with aura. If used at point-blank range, the move is treated as a grab, bypassing [[shield]]s, and has immense power with enough aura. [[Extreme Speed]] is Lucario's [[recovery]] move, and is able to cover extremely long distances if Lucario has taken much damage, making it virtually impossible to [[gimp]]. It can also launch opponents that get hit head-on. Finally, [[Double Team]] is Lucario's [[counterattack]]. It is the strongest counter in the game with enough aura while possessing impressive [[range]], but it is also the slowest, since any opponent that is not in [[hitlag]] will most likely avoid it.
Lastly, Lucario has a very useful special moveset. [[Aura Sphere]] is a strong [[projectile]] very similar to [[Charge Shot]], but since its size and power are affected by Aura, it is much more dangerous at high percents. Additionally, its high damage output when fully charged allows it to [[Priority|out-prioritize]] most moves in the game. The charging hitbox is also infamous for being a [[true combo]] into Lucario's up smash, which is particularly dangerous at high percentages. [[Force Palm]] shoots a blast of Aura forward, with its range and power increasing with aura. If used at point-blank range, the move is treated as a grab, bypassing [[shield]]s, and has immense power with enough Aura. [[Extreme Speed]] is Lucario's [[recovery]] move, and is able to cover extremely long distances if Lucario has taken much damage, making it virtually impossible to [[gimp]]. It can also launch opponents that get hit head-on. Finally, [[Double Team]] is Lucario's [[counterattack]]. It is the strongest counter in the game with sufficiently high Aura while possessing impressive [[range]], but it is also the slowest, since any opponent that is not in [[Freeze frame|hitlag]] will most likely avoid it.


However, Lucario has its slew of significant flaws. Despite its good endurance, Lucario is vulnerable to combos (though its down aerial can help alleviate this weakness). Extreme Speed also has numerous flaws. The move has high ending lag and, unless Lucario grabs the edge or lands before it concludes, very high landing lag. With low Aura, the move is also very slow and does not grant much distance, while at high Aura, it is possible to overshoot the stage if Lucario is not careful. In addition, it is difficult to hit with, since Lucario can only damage the opponent head-on, without having very high power to compensate. Its combo game is also heavily reliant on throws, as most other combo moves have either very limited follow-up options or awkwardly positioned hitboxes.
Nevertheless, Lucario is not without flaws. Despite its reasonable endurance, Lucario's average weight and low air movement makes it vulnerable to most combos. Extreme Speed, while being a potent recovery move, also has downsides- unless Lucario grabs the edge or lands before it concludes, its very high landing lag will render it completely vulnerable, forcing it to mix up its landing spot. With low Aura, the move is sluggish and does not grant much distance; with high Aura, it is possible to overshoot the stage and self-destruct Lucario is not careful. As an attack it is difficult to hit with, since Lucario can only damage the opponent head-on, without having very high power to compensate. Its combo game is also heavily reliant on throws, as most other combo moves have either very limited follow-up options or awkwardly positioned hitboxes.


Its most serious flaws, however, is the polarized strength throughout its moveset, as well as the fluctuating aura mechanic itself. Its fastest moves are the weakest, and its strongest moves are the slowest, making the latter very [[punish]]able if not spaced well. Lucario's aura can sometimes work against it, as attacks with high knockback scaling are bound to finish Lucario off before it has a chance to make use of its rage and/or aura at the same time. With low aura, its powerful moves are too weak to KO, and with high aura, its combo-oriented moves are too strong to be chained together. This makes it imperative to keep in mind how Lucario's attacks function depending on percentage, as it cannot afford to make mistakes at higher percentages. It also often restricts Lucario to using a bait and punish playstyle, as it cannot perform rushdowns without getting punished most of the time. This gives Lucario some kind of disadvantage against heavyweight characters, as one strong move is usually all it takes to end Lucario, preventing it from utilizing aura effectively after it gets KO'd.
Its most serious flaw, however, is the polarized strength throughout its moveset when utilized in tandem with the fluctuating Aura mechanic itself. Its fastest moves are the weakest, and its strongest moves are the slowest, making the latter very [[punish]]able if not spaced well. Lucario's Aura can sometimes work against it, as attacks with high knockback scaling are bound to finish Lucario off before it has a chance to make use of its rage and/or Aura at the same time. With low Aura, its powerful moves are too weak to KO, and with high Aura, its combo-oriented moves are too strong to be chained together reliably. This makes it imperative to keep in mind how Lucario's attacks and knockback will function depending on how much damage all active fighters have accumulated, as it cannot afford to make mistakes at high percentages. It also often restricts Lucario to using a bait and punish playstyle, as it cannot safely perform rushdowns without getting punished most of the time. This gives Lucario an unusual disadvantage against high-knockback and heavyweight characters; a well-placed and powerful move will often be all it takes to end Lucario at mid or even low percentages, preventing it from utilizing Aura effectively.


Lucario's [[Character customization|custom moves]] can give it notable benefits. Snaring Aura Sphere has a [[wind]] effect that pulls opponents in and moves slower, essentially re-purposing the move from a spacing and [[camping]] tool to a stage control and edge-guarding tool. Piercing Aura Sphere moves much faster, hits at a lower angle and goes straight through opponents, making it even better at spacing and camping, but at the cost of its immense power. Long-Distance Force Palm has less power, but as its name implies, it has more range, allowing Lucario to strike distant opponents more easily. The grab is also stronger and a semi-spike, making it lethal in any situation. Ride the Wind gives the full distance at any percent, as well as greatly improved maneuverability. Lastly, Glancing Counter is considerably weaker, but always allows Lucario to attack even if it is not hit.
Lucario's [[Character customization|custom moves]] offer unique benefits and changes in playstyle. Snaring Aura Sphere has a [[windbox]] that pulls opponents in and moves slower, essentially re-purposing the move from a spacing and [[camping]] tool to a stage control and edge-guarding tool. Piercing Aura Sphere moves much faster, hits at a lower angle and goes straight through opponents, making it even better at spacing and camping, though at the cost of its immense power. Long-Distance Force Palm has less power, but as its name implies, it has more range, allowing Lucario to strike distant opponents more easily. The grab is also stronger and a [[semi-spike]], making it lethal in any situation. Ride the Wind gives the full distance at any percentage as well as greatly improved maneuverability, at the negligible cost of removing the hitbox from the move. Lastly, Glancing Counter is considerably weaker, but always allows Lucario to attack even if it is not hit.


In the end, Lucario is a very technical character whose weaknesses are outweighed by its strengths. While aura makes Lucario's moveset stronger and it boasts great utility at all kinds of percentages overall, it cannot use all of its moves as effectively at certain percentages as others, meaning Lucario cannot afford to get too predictable when approaching as it can take high damage if not approaching correctly, and it might not be able to KO the opponent or even approach it if they know what Lucario will do. This makes playing with Lucario very methodical, as a small error could cost Lucario for it, even if it manages to regain the advantage in any way. Even so, Lucario does have a small but dedicated playerbase, with smashers like {{Sm|Day}}, {{Sm|Gomamugitya}}, {{Sm|Motsunabe}} and {{Sm|Serge}} achieving strong results with the character.
In the end, Lucario is a very technical character whose weaknesses are outweighed by its strengths. While aura makes Lucario's moveset stronger and it boasts great utility at all kinds of percentages overall, it cannot use all of its moves as effectively at certain percentages as others, meaning Lucario cannot afford to get too predictable when approaching as it can take high damage if not approaching correctly, and it might not be able to KO the opponent or even approach it if they know what Lucario will do. This makes playing with Lucario very methodical, as a small error could cost Lucario for it, even if it manages to regain the advantage in any way. Even so, Lucario does have a small but dedicated playerbase, with players like {{Sm|Day}}, {{Sm|Gomamugitya}}, {{Sm|Motsunabe}} and {{Sm|Serge}} achieved strong results.


==Changes from ''Brawl''==
==Changes from ''[[Super Smash Bros. Brawl]]''==
Lucario has received a mix of buffs and nerfs in the transition from ''Brawl'' to ''SSB4'', but was overall nerfed. Lucario's combo game has been nerfed on some attacks, such as [[Force Palm]] and its neutral, forward and down aerials. Lucario's smash attacks are also slower, have less utility, and are harder to land. Lucario's falling speed and gravity have increased, making it more susceptible to combos. While Aura cap has been increased and thus makes it easier to KO at max Aura, Lucario's attacks depend on Aura much more so than in ''Brawl''. As a result, they deal less damage and knockback at low Aura. But at high Aura, its moves tend to have too much damage and knockback to reliably combo opponents.
Lucario has received a mix of buffs and nerfs in the transition from ''Brawl'' to ''SSB4''. The modifications to [[Aura]] both help and hinder Lucario, and make it much more of a "high-risk, high-reward" character. Lucario starts off with a lower Aura multiplier and it takes longer for Lucario to reach maximum Aura although Lucario is much stronger once it reaches maximum Aura and Aura charges up slightly faster. A number of its attacks have improved combo potentials with minimum to low Aura (although this is also due to the changes to [[hitstun canceling]]), but at the cost of their KO potential.


However, Lucario has received some buffs. Its overall mobility has been improved and the influence of [[Aura]] has been increased, giving it a better recovery and increased range on some of its attacks, as well as significantly increasing its power when it has taken damage. As a result of its dependency of high Aura to secure KOs, Lucario has become much more of a "high risk, high reward" character than in ''Brawl''. Lucario has a relatively small playerbase with above average low-level results, but sparse high-level results.
Like Aura, Lucario itself has been buffed and nerfed both directly and indirectly. The changes to [[hitstun canceling]], make up and especially down throws combo starters with minimum to low Aura despite the former's higher knockback. By extension, up and down tilts have improved combo potential with minimum to low Aura. However, all of them barring up throw deal less damage. Lucario's recovery has noticeably improved as its air speed is significantly higher and [[Extreme Speed]] has received a hitbox, and its distance scales with Aura making it safer and travel more distance. However, it is still susceptible to punishment, either by overshooting it while at high to maximum Aura, or by failing to mitigate its noticeably higher ending lag via landing on solid ground. Lastly, Lucario's smash attacks have slightly longer ranges, but are noticeably laggier.
 
Lucario also received a number of useful buffs. Its KO potential has improved, both directly and indirectly: up and back aerials are more reliable KOing options, due to their higher damage and base knockback, while the changes to Aura combined with the [[rage]] mechanic supplements them and its other KOing options. Outside of this, Lucario's entire moveset is now affected by Aura; its mobility has been largely improved; and [[Double Team]] is stronger.
 
However, Lucario has received some significant nerfs. One of the most prevalent nerfs Lucario received across its moveset is that many of its attacks have shorter hitbox durations hindering Lucario's spacing ability. A noticeable example of this is forward aerial where its duration was decreased from 14 frames to a mere 2 frames. Forward aerial also has an altered angle and significantly increased base knockback hindering its combo and edgeguarding potential (although the removal of hitstun canceling has allowed it to maintain its combo potential). Lucario's down aerial is also weaker and has a weaker stalling effect hindering its spacing potential. Lucario's falling speed has significantly increased which hinders its aerial game and makes it much more susceptible to combos combined with the removal of hitstun canceling. Lucario's endurance is also noticeably worse especially horizontally. Lucario's weight is slightly lower and its gravity is higher making it easier to KO horizontally. The removal of [[momentum canceling]] and the introduction of rage further reduce Lucario's endurance making it harder for Lucario to build up Aura despite its changes. Lucario's damage output without maximum Aura is also lower hindering Lucario's damage racking abilities unless it has full aura. Lastly, Lucario's jab is significantly laggier removing the strong [[jab cancel]]ing potential it used to have.
 
Overall, Lucario is a less well rounded character being more of a high risk, high reward character. Lucario has greater KO potential especially with high aura in exchange for having an overall worse moveset and reduced survivability which makes it harder for Lucario to survive long and build up Aura. The changes to ''Smash 4''{{'}}s mechanics benefit Lucario overall albeit not to the extent of some other returning veterans as Lucario did receive a couple of hindrances to the new mechanics. Lucario's strength overall relative to the cast remains similar and it has achieved respectable results in spite of its relatively small playerbase.


===Aesthetics===
===Aesthetics===
*{{change|Due to the aesthetic used in ''SSB4'', Lucario's overall coloration is slightly more vibrant and its fur is less accentuated. It is also slightly more expressive.}}
*{{change|Lucario's design has changed. Its forepaws, pupils, spikes, and the concha of its ears are slightly smaller. Additionally, the hook-shaped tip of its tail is significantly more pronounced, and the fur around its neck is no longer ruffled upward. Lastly, the aesthetic used in ''SSB4'' has resulted in Lucario having a sleeker design, and the blue portion of its fur being more vibrant. Altogether, these changes make Lucario appear virtually identical to its appearance in ''{{s|bulbapedia|Pokédex 3D Pro}}''.}}
*{{change|Up taunt has improved [[Aura]] visuals.}}
*{{change|Lucario is slightly more expressive.}}
*{{change|Up taunt's visual effects have changed. Lucario now surrounds itself with a jagged, flame-shaped field of [[Aura]], instead of emitting tiny wisps of Aura from its body.}}
*{{change|Side taunt's visual effects have slightly changed. Lucario now emits a slightly larger blast of Aura.}}
*{{change| Unlike the previous game, Lucario's tail lacks physics-based movement.}}


===Attributes===
===Attributes===
*{{buff|Aura's effects are much stronger overall. Additionally, all of Lucario's attacks are now affected by Aura, regardless of whether they are actually Aura-based or not. Lastly, Aura stacks with the [[rage]] mechanic, significantly improving its KO potential at high percents.}}
*{{buff|Aura has updated multipliers (0.7× → 0.66× (lowest), 1.4× → 1.7× (highest)) and percentage windows (0%-20% (minimum Aura)/21%-74% (low Aura) → 0%-69% (minimum to low Aura), 75%-169% → 70%-189% (average to high Aura), 170%+ → 190%+ (maximum Aura)). While Lucario is weaker with no Aura, Lucario builds up Aura faster and while it takes longer for Lucario to reach maximum Aura, Lucario is significantly stronger with maximum Aura. These changes improve Lucario's combo potential with minimum to low Aura, and improve its KO potential with average to maximum Aura. However, they hinder its KO potential with minimum to low Aura, and hinder its combo potential with high to maximum Aura.}}
*{{change|Lucario is [[weight|lighter]] (100 → 99), going from a heavyweight to a middleweight.}}
*{{buff|Lucario's entire moveset is now affected by Aura.}}
*{{nerf|Lucario is [[weight|lighter]] (100 → 99), hindering its endurance. While this would also make it less susceptible to combos, its much faster falling speed, higher gravity, and the changes to hitstun canceling collectively result in it being more susceptible to combos.}}
*{{buff|Lucario [[walk]]s faster (1.0 → 1.05).}}
*{{buff|Lucario [[walk]]s faster (1.0 → 1.05).}}
*{{buff|Lucario [[dash]]es faster (1.414 → 1.55).}}
*{{buff|Lucario [[dash]]es faster (1.414 → 1.55).}}
*{{buff|Lucario's [[air speed]] is faster (0.987 → 1.09).}}
*{{buff|Lucario's [[air speed]] is faster (0.987 → 1.09).}}
*{{nerf|Lucario [[falling speed|falls]] faster (1.2 → 1.68), making it more susceptible to combos.}}
*{{buff|[[Air dodge]] has less startup (frame 4 → 2) and ending lag (FAF 40 → 32).}}
*{{nerf|Lucario's [[gravity]] is higher (0.0625 → 0.084), hindering its overall endurance and making it more susceptible to combos.}}
*{{nerf|Air dodge has a shorter duration (frames 4-29 → 2-25).}}
*{{change|Lucario [[falling speed|falls]] drastically faster (1.2 → 1.68), with it receiving the largest increase out of everyone, matching its fast-falling speed from ''Brawl''. Much like {{SSB4|R.O.B.}}, its falling speed is also much faster relative to the cast, going from the 5th worst to the 14th best. This significantly improves its vertical endurance, but makes it more susceptible to combos.}}
**{{buff|Lucario's fast-falling speed is also substantially faster (1.68 → 2.688).}}
*{{change|Lucario's [[gravity]] is higher (0.0625 → 0.084). This improves its aerial mobility, but hinders its horizontal endurance.}}
*{{nerf|[[Roll]]s have a shorter duration (frames 4-19 → 4-14) and have more ending lag (FAF 28 → 30) going from among the best rolls in the game to merely just slightly above average rolls.}}
*{{nerf|[[Spot dodge]] has a shorter duration (frame 2-20 → 2-15) and has more ending lag (FAF 26 → 27).}}
*{{buff|The newly-added [[rage]] stacks with the effects of aura further improving Lucario's KO potential with high Aura.}}
*{{nerf|However, the introduction of rage combined with the removal of [[momentum canceling]] as well as Lucario's lower weight and higher gravity significantly hinders Lucario's endurance making it harder for Lucario to build up and make good use of Aura.}}
*{{nerf|The removal of meteor canceling hinders Lucario's endurance against meteor smashes due to its lower weight and higher falling speed, while it still has no meteor smashes of its own.}}
*{{nerf|Lucario's [[item throw]] is weaker (1 → 0.96). The removal of [[glide toss]]ing also hinders Lucario's approach with items.}}


===Ground attacks===
===Ground attacks===
*{{nerf|All ground attacks deal slightly less damage, depending on the strength of Aura.}}
*[[Neutral attack]]:
*{{buff|Lucario has a new dash attack, a flying kick. Compared to the previous dash attack, it covers more ground and is much faster overall.}}
**{{buff|The second hit of neutral attack has less startup lag (frame 9 → 5) making it come sooner despite Lucario being unable to transition into the second hit for an extra 3 frames.}}
*{{buff|Up tilt has less knockback (130 (growth), 33/38/43 (base) → 110, 45/45/50), improving its combo and juggling potentials at low percents.}}
**{{nerf|Neutral attack's first and last hits deal less damage (3% → 2.5% (hit 1), 5% → 3% (hit 3)) and the knockback scaling on the final hit was not fully compensated (110 → 120). The first two hits also have significantly increased ending lag (FAF 21 → 34 (hit 1), FAF 23 → 38 (hit 2)) drastically hindering their [[jab cancel]]ing potential.}}
*{{nerf|All smash attacks have increased start-up (frame 21 22 (forward), frame 12/17 15/19 (up), frame 17 19 (down)) and ending lag (43 frames 55 (forward), 56 frames → 64 (up), 48 frames → 55 (down)).}}
*[[Forward tilt]]:
*{{buff|All smash attacks are stronger and have slightly increased ranges, both of which scale with Aura.}}
**{{nerf|Forward tilt deals less damage (5% → 4% (hit 1), (6% (body)/8% (arm) → 6%) (hit 2)), has a shorter duration (frames 12-18 → 12-16) and has more ending lag (FAF 30 → 33).}}
*{{nerf|Forward smash has lost its lingering hitbox and can no longer hit behind Lucario.}}
*[[Up tilt]]:
*{{buff|Up smash deals more damage (13% (clean)/9% (late) → 18% (sweetspot)/16% (sourspot)/13% (late)). It also consists of two hits instead of one, allowing it to KO grounded opponents more reliably.}}
**{{change|Up tilt no longer deals consistent damage (6% → 6% (foot)/5% (leg)), and deals less knockback (33/38/43 (base), 130 (scaling) → (45/45/50)/110). These changes significantly improve its combo potential with minimum to low Aura at low to medium percentages, and its juggling potential with average to high Aura at high percentages but hinders its KO potential.}}
*{{change|All smash attacks' animations have slightly changed. Instead of making a full movement, Lucario stays in place and/or continuously trembles like all other characters do.}}
**{{nerf|Up tilt has more startup lag with a shorter duration (frames 5-15 → 6-13).}}
*[[Down tilt]]:
**{{change|Down tilt deals less damage (7% 5%) and knockback (28 (base), 130 (scaling) → 37/110), improving its combo potential with minimum to low Aura at low percentages but hindering its damage racking and KO potential.}}
**{{nerf|Down tilt has a shorter duration (frames 9-15 → 9-12).}}
*[[Dash attack]]:
**{{nerf|Lucario has a new dash attack, a flying kick. Compared to the previous dash attack, it deals less damage (10% (clean)/7% (late) 8%/6%), has a shorter duration (frames 7-18 7-15) and more ending lag (FAF 35 42).}}
**{{buff|Dash attack has more knockback scaling (50 → 75) and better range compared to the previous dash attack, making it stronger in spite of its lower damage output. The late hit also has increased knockback (45 (base), 30 (scaling) → 70/75). Unlike the previous dash attack, it is affected by Aura making it stronger when Lucario is at higher percents.}}
*{{change|All smash attacks' animations have slightly changed. Lucario now stays in place and/or continuously trembles like the rest of the cast, instead of making a full movement.}}
*{{buff|All smash attacks have slightly increased ranges.}}
*[[Forward smash]]:
**{{buff|Forward smash deals more knockback (25 (base), 93 (scaling) → 40/106).}}
**{{change|Forward smash has a clean and late hit with both hits dealing consistent damage (14%/16% → 16% (clean)/14% (late).}}
**{{nerf|Forward smash has a shorter duration (frames 22-29 → 22-25), and can no longer hit opponents behind Lucario.}}
**{{nerf|Forward smash has increased ending lag (FAF 44 → 55).}}
*[[Up smash]]:
**{{change|Clean up smash no longer deals consistent damage (13% → 14%/12%).}}
**{{buff|Up smash has received an additional hitbox that deals 4% and launches grounded opponents at 100°, decreasing its startup lag (frame 19 → 15) and slightly improving its horizontal range. The main hit also deals more knockback (32 (base), 95 (scaling) (clean), 28/100 (late) → 32/103).}}
**{{nerf|Up smash has a much shorter duration (frames 19-42 → 15-23).}}
*[[Down smash]]:
**{{buff|Down smash deals more knockback (25 (base), 93 (scaling) → 30/99).}}
**{{nerf|Down smash has increased ending lag (FAF 50 → 55).}}
**{{nerf|Down smash has a shorter duration (frames 19-22 → 19-21).}}


===Aerial attacks===
===Aerial attacks===
*{{nerf|Neutral aerial deals 4% less damage (18% → 14%), has decreased range, has more start up (frame 6 → 8), and lost most of its lingering hitbox.}}
*[[Neutral aerial]]:
*{{buff|Neutral aerial has decreased ending lag (69 frames → 43).}}
**{{change|Neutral aerial deals less damage (11% (clean)/7% (late) 8%/6%). This improves its combo potential with minimum to low Aura at low percentages, but hinders its spacing, edgeguarding and KO potential.}}
*{{buff|Forward aerial deals 1% more damage (5% → 6%).}}
**{{nerf|Neutral aerial has increased start-up lag with a shorter duration (frames 6-24 → 8-11, 22-29), and has decreased range.}}
*{{change|Forward aerial has increased base knockback, less knockback growth (100 → 70), and hits at a higher angle (50 64).}}
**{{buff|Neutral aerial has decreased ending lag (FAF 68 → 43).}}
*{{buff|Sweetspotted back aerial deals 3% more damage (12% → 15%) and increase base knockback (12 → 30).}}
*[[Forward aerial]]:
*{{nerf|Back aerial has one more frame of start up and its lingering hitbox was removed.}}
**{{change|Forward aerial deals 1% more damage (5% → 6%), and deals much higher knockback (28 (base), 100 (scaling) → 80/70). It also has an altered angle (50° → 64°). The removal of hitstun canceling allows forward aerial to maintain its combo potential despite its higher knockback. Altogether, these changes improve its combo potential at low percentages but hinder its combo potential at higher percentages.}}
*{{buff|Up aerial deals 1% more damage (10% → 11%) and has more base knockback (15 → 30).}}
**{{nerf|Forward aerial has a much shorter duration (frames 7-20 7-8) significantly hindering its spacing potential.}}
*{{nerf|Up aerial's strong hit only lasts two frames, and it deals less damage later on (10% 6%). The hitbox duration is also shorter.}}
*[[Back aerial]]:
*{{nerf|Down aerial deals 5% less damage (16% → 11%) and has 2 more frames of end lag.}}
**{{buff|Back aerial deals more damage (12% (clean)/9% (late) → 15%) no longer having a weaker late hit and has increased base knockback (12 (clean)/7(late) → 30), significantly improving its KO potential.}}
**{{nerf|Back aerial has increased start-up lag with a shorter duration (frames 15-28 → 16-19). It also [[auto-cancel]]s later (frame 33 → 40).}}
*[[Up aerial]]:
**{{change|Up aerial no longer deals consistent damage (10% → 11% (clean)/6% (late)).}}
**{{buff|Up aerial has increased base knockback (15 → 30).}}
**{{nerf|Up aerial has a shorter duration (frames 10-21 → 10-11 (clean), 12-15 (late)) and it auto-cancels later (frame 27 29). The introduction of a late hit makes it harder to utilize up aerial as a KO move.}}
*[[Down aerial]]:
**{{nerf|Down aerial deals less damage (8% (both) 5% (hit 1)/6% (hit 2)) and has increased ending lag (FAF 29 → 31). Down aerial's stall effect is also weaker hindering its stalling potential. It can also no longer [[auto-cancel]] in a short or be performed twice in a short hop.}}


===Throws/other attacks===
===Throws/other attacks===
*{{buff|All grabs have increased ranges, going from having the fourth shortest non-tether range in ''Brawl'' to the seventh longest.}}
*{{buff|All grabs have increased ranges.}}
*{{buff|Grab has decreased ending lag.}}
*{{buff|Standing and dash grabs has decreased ending lag (FAF 30 → 29 (standing), FAF 40 → 36 (dash)).}}
*{{buff|Pummel is significantly faster, now being the fastest in the game. When coupled with its damage output scaling with Aura, it is arguably the best pummel in the game.}}
*{{nerf|Pivot grab have more ending lag (FAF 30 → 34).}}
*{{nerf|Forward throw deals 2% less damage (10% → 8%).}}
*[[Pummel]]:
*{{buff|Up throw deals 5% more damage (6% → 11%). The increase to Aura's effects also improve its combo potential at medium percents.}}
**{{buff|The changes to Aura significantly improve [[Pummel]]'s damage racking potential.}}
*{{change|Down throw deals 3% less damage (10% → 7%).}}
*[[Forward throw]]:
*{{buff|The changes to hitstun canceling improve down throw's combo potential at low percents.}}
**{{nerf|Forward throw deals 2% less damage (10% → 8%) and has decreased knockback scaling (65 → 55), hindering its spacing potential.}}
*[[Back throw]]:
**{{nerf|Back throw has decreased knockback (60 (base), 65 (scaling) → 50/60).}}
**{{change|Back throw is now affected by Aura further hindering its spacing and KO potential with minimum to low Aura but improving its KO potential with high Aura.}}
*[[Up throw]]:
**{{buff|Up throw deals 5% more damage (6% → 11%), has increased base knockback (60 → 70), and its angle has been altered (90° → 88°) improving its KO potential. The changes to Aura and [[hitstun canceling]], allow it to maintain its combo potential with minimum to low Aura at low to medium percentages despite these changes.}}
**{{nerf|However, these changes hinder its overall combo potential especially with high Aura and the removal of [[chain grab]]bing hinders its damage racking potential.}}
*[[Down throw]]:
**{{buff|Down throw's angle has been altered (75° → 80°). When coupled with its lower knockback and the changes to hitstun canceling and DI, these changes improve its combo potential with low Aura.}}
**{{change|Down throw is now affected by Aura improving its combo potential at most Aura levels and improving its KO potential with high Aura but hindering its combo potential with high Aura.}}
**{{nerf|Down throw deals 3% less damage (10% → 7%), and its knockback scaling was not fully compensated (25 → 30). Lucario also releases the opponent sooner (frame 36 → 28) and the throw's ending lag was not fully compensated (FAF 52 → 51) hindering its followup potential.}}
*[[Edge attack]]:
**{{change|Edge attack now deals consistent damage compared to its old fast edge attack (8% (Aura)/6% (body) → 7%).}}


===Special moves===
===Special moves===
*{{nerf|Low to high Aura fully charged [[Aura Sphere]] deals less damage (13.125% (lowest Aura)/≈18.75% (low to high Aura) 11.385%/17.25%).}}
*[[Aura Sphere]]:
*{{buff|Max Aura fully charged Aura Sphere deals 3.075% more damage (26.25% → 29.325%).}}
**{{buff|[[Aura Sphere#Reverse Aura Sphere|Reverse Aura Sphere]] now slightly pushes Lucario backward, improving its [[mindgame]] potential.}}
*{{buff|Aura Sphere's has increased knockback, improving its KO potential. Its size also scales with Aura, with a max Aura fully charged Aura Sphere now being even larger than Lucario itself.}}
**{{nerf|Fully charged Aura Sphere deals less damage (18.75% → 17.25%).}}
*{{buff|Reverse Aura Sphere now slightly pushes Lucario backward, improving its mindgame potential.}}
**{{change|Aura Sphere has updated visual effects. Its outline is thicker and makes it appear slightly jagged, instead of smooth.}}
*{{buff|[[Force Palm]]'s blast is faster, larger and has increased knockback, improving its KO potential. Its size also scales with Aura, with a max Aura Force Palm blast covering almost half of {{SSB4|Final Destination}}.}}
*[[Force Palm]]:
*{{nerf|Force Palm's increased knockback hinders its follow-up potential, such as utilizing multiple Force Palms in succession. The grabbing portion of Force Palm is also escapable at low Aura.}}
**{{buff|Force Palm's size now scales with aura.}}
*{{change|Force Palm's animation has changed. Lucario now leans in further with its body facing more at a more sideways angle, with its following arm placed high and behind itself and performing a stomping gesture while firing the blast. Its blast also appears flame-like, rather than like a mass of energy.}}
**{{buff|Force Palm's near blast deals 1.88% more damage (10% → 11.88%).}}
*{{buff|[[Extreme Speed]] has received a hitbox at the end of its animation, which grants it KO potential at high Aura and high percents. Its distance also scales with Aura, with a high Aura Extreme Speed having range comparable to ''Brawl''{{'}}s at low Aura.}}
**{{buff|Force Palm's blast is larger especially with high Aura, and the throw has increased knockback (40 (base), 83 (scaling) → 66/86).}}
*{{nerf|Extreme Speed has increased ending lag, which lasts for 2 seconds if it ends in the air, making it much more susceptible to punishment. However, this can be avoided by ending the move on the ground or making Lucario hit the stage face-first.}}
**{{nerf|Force Palm's mid and far blast deal less damage (9% (mid)/8% (far) → 7.56% (both)).}}
*{{bugfix|[[Grab release glitch]] has been fixed.}}
**{{change|Force Palm's animation has changed. Lucario now leans in further with its body facing more at a more sideways angle, places its following arm high and behind itself, and performs a stomp with its leading foot while firing the blast.}}
*{{buff|The removal of the grab release glitch allows Lucario to re-use Extreme Speed if it has been grabbed in midair.}}
**{{change|Force Palm's visual and sound effects have changed. Its blast is now shaped like a smooth flame instead of a jagged flame, and its sound effect's pitch scales with Aura.}}
*{{buff|[[Double Team]]'s power and range have increased.}}
*[[Extreme Speed]]:
*{{change|Lucario has a new [[Final Smash]], [[Mega Lucario]]. Lucario undergoes {{s|bulbapedia|Mega Evolution}} to become Mega Lucario, which increases its Aura multiplier to 1.8x regardless of its damage prior to Mega Evolving and grants it [[Armor|resistance to both flinching and launching]] throughout its duration. Unlike [[Aura Storm]], Mega Lucario enables Lucario to move around freely, instead of forcing it to be stationary at the top of the screen. However, Mega Lucario's duration is not fixed like Aura Storm's, as Mega Lucario will end earlier if Lucario takes damage while Mega Evolved.}}
**{{buff|Extreme Speed has received a hitbox at the end of its animation that deals 3% and launches at 38°, improving its safety. The distance it covers also now scales with Aura, drastically improving its recovery.}}
**{{nerf|Extreme Speed has increased ending lag. However, this can be avoided by ending it on the ground, or by making Lucario hit the stage head first.}}
**{{change|Extreme Speed has updated visual effects. Lucario now emits streams of Aura from its forepaws.}}
**{{bugfix|Extreme Speed is reusable if it ends on the ground with tap jump disabled.}}
*[[Double Team]]:
**{{buff|Double Team has a longer duration (frames 5-35 → 5-39) increased power and range.}}
*[[Mega Lucario]]:
**{{change|Lucario has a new Final Smash, [[Mega Lucario]]. Lucario undergoes {{s|bulbapedia|Mega Evolution}} to become Mega Lucario. Unlike [[Aura Storm]], Mega Lucario is a transformation-based Final Smash that can move freely across the stage. Mega Lucario has an Aura multiplier of 1.8×, regardless of Lucario's damage prior to Mega Evolving, and has both super [[armor]] and [[flinch]] resistance throughout its duration. However, its duration will shorten upon receiving damage.}}


==Update history==
==Update history==
Like the base changes it received from ''Brawl'' in the game's initial release, it is debatable whether Lucario has been buffed or nerfed directly by game updates. Due to the [[shieldstun]] increase in [[1.1.1]], Lucario could attempt to break shields by [https://www.youtube.com/watch?v=FO3fiOY6kIY using Aura Sphere on the edge] with the opponent shielding so the opponent could fall for an unavoidable KO if they did not attempt to SDI out of the move. However, this was very situational and was not used at high-level play. Furthermore, it became even more situational as of update [[1.1.3]] due to it being impossible to perform with a charging Aura Sphere charge at low [[rage]], although it is still possible to perform with a charging Aura Sphere at high rage thanks to Aura Sphere's [[hitlag]] being decreased.
Lucario has received a mix of buffs and nerfs from game updates. While it has experienced few direct changes, its most notable nerf in [[1.0.4]] gave a significant increase to Extreme Speed's landing lag if Lucario lands while helpless, making it notoriously exploitable. However, update [[1.1.3]] improved Lucario's mobility by increasing its walking, air and falling speeds, the latter of which makes it slightly less susceptible to vertical KOs.
 
The changes to shield mechanics have affected Lucario indirectly: due to the [[shieldstun]] increase brought about by update [[1.1.1]], Lucario could attempt to break shields by [https://www.youtube.com/watch?v=FO3fiOY6kIY using Aura Sphere on the edge] with the opponent shielding so the opponent could fall for an unavoidable KO if they did not attempt to SDI out of the move. However, this technique was very situational and was not used at high-level play.
 
Furthermore, Aura Sphere became even more situational as of update 1.1.3, thanks to its decreased [[hitlag]] resulting in it being impossible to perform with a charging Aura Sphere charge at low Aura. Despite this, it is still possible to perform with a charging Aura Sphere at high Aura, as the higher damage output generates more shieldstun and hitlag. Even so, Lucario's most damaging moves, such as its smash attacks and Force Palm, benefited from these changes thanks to their ranges and, in the case of its forward and down smashes, their hitlag.


Even so, Lucario's most damaging moves, such as its smash attacks and Force Palm, are benefited by these changes due to their ranges, and in the case of its forward and down smashes, their hitlag. However, the same update also improved Lucario's mobility by increasing its walking, air and falling speeds, the latter of which makes it slightly less susceptible to vertical KOs.
'''{{GameIcon|ssb4-3ds}} [[1.0.4]]'''
'''{{GameIcon|ssb4-3ds}} [[1.0.4]]'''
{{UpdateList/1.0.4|char=Lucario}}
{{UpdateList/1.0.4|char=Lucario}}


'''{{GameIcon|ssb4-3ds}} 1.0.5'''
'''{{GameIcon|ssb4-3ds}} 1.0.5'''
*{{bugfix|Fixed a glitch where [[Extreme Speed]] could be used to cancel hitstun.}}
*{{bugfix|Fixed a glitch where [[Extreme Speed]] could be used to cancel non-tumble [[hitstun]] (this was never present in the {{GameIcon|ssb4-wiiu}} version).}}


'''{{GameIcon|ssb4}} [[1.0.6]]'''
'''{{GameIcon|ssb4}} [[1.0.6]]'''
Line 115: Line 184:


'''{{GameIcon|ssb4}} [[1.0.8]]'''
'''{{GameIcon|ssb4}} [[1.0.8]]'''
*{{Buff|Neutral attack's first hit's knockback growth decreased. This allows it to connect better with its second hit.}}
*{{Buff|Neutral attack's first and second hits' knockback decreased. This allows them to connect together better.}}


'''{{GameIcon|ssb4}} [[1.1.1]]'''
'''{{GameIcon|ssb4}} [[1.1.1]]'''
*{{buff|Glancing Counter's hitbox angle altered|58°|65°.}}
*{{change|Glancing Counter's angle altered|58°|65°.}}
*{{buff|Glancing Counter's ending lag decreased.}}
*{{buff|Glancing Counter's ending lag decreased.}}


Line 127: Line 196:


==Moveset==
==Moveset==
*Unlike in ''Brawl'', all of Lucario's attacks are now affected by [[Aura]].
*Lucario's moveset is affected by [[Aura]]. The following moveset list details the properties of its attacks when its Aura is at its lowest (0%), average (70%), and highest levels (190%).
*Lucario is able to [[Crawling|crawl]], [[wall cling]] and [[wall jump]].
*Lucario is able to [[Crawling|crawl]], [[wall cling]], and [[wall jump]].
''For a gallery of Lucario's hitboxes, see [[/Hitboxes|here]].''
{{MovesetTable
{{MovesetTable
|game=SSB4
|game=SSB4
|neutralcount=3
|neutralcount=3
|neutralname= 
|neutralname=Sweep ({{ja|はらい|Harai}}) / Thrust ({{ja|つき|Tsuki}}) / Kick Up ({{ja|けりあげ|Keri Age}})
|neutral1dmg={{AuraDamageSSB4|2.5}}
|neutral1dmg={{AuraDamageSSB4|2.5}}
|neutral2dmg={{AuraDamageSSB4|2}}
|neutral2dmg={{AuraDamageSSB4|2}}
|neutral3dmg={{AuraDamageSSB4|3}}
|neutral3dmg={{AuraDamageSSB4|3}}
|neutraldesc=The kham choui, a downward sweeping punch in {{s|wikipedia|Shaolin Kung Fu}}, followed by the choong choui, a jab-style punch in Shaolin Kung Fu, followed by a stretch kick.
|neutraldesc=The kham choui, a downward sweeping punch in {{s|wikipedia|Shaolin Kung Fu}}, followed by the choong choui, a jab-style punch in Shaolin Kung Fu, followed by a stretch kick.
|ftiltname= 
|ftiltname=Palm Strike ({{ja|はどうさい|Shōda}})
|ftiltdmg={{AuraDamageSSB4|4}} (hit 1), {{AuraDamageSSB4|6}} (hit 2)
|ftiltdmg={{AuraDamageSSB4|4}} (hit 1), {{AuraDamageSSB4|6}} (hit 2)
|ftiltdesc=The kap theai choui, a low-angle cross-style punch in Shaolin Kung Fu. Hits twice even though Lucario only uses one paw.
|ftiltdesc=The kap theai choui, a low-angle cross-style punch in Shaolin Kung Fu. Hits twice even though Lucario only uses one paw.
|utiltname= 
|utiltname=Turning Kick ({{ja|せんかいしゅう|Senkai Shū}})
|utiltdmg={{AuraDamageSSB4|6}} (foot), {{AuraDamageSSB4|5}} (leg)
|utiltdmg={{AuraDamageSSB4|6}} (foot), {{AuraDamageSSB4|5}} (leg)
|utiltdesc=An outside crescent kick. Can reliably combo into itself when Lucario is at low Aura and is a reliable juggling option at medium Aura.
|utiltdesc=An outside crescent kick. Can reliably combo into itself when Lucario has low Aura, and is a reliable juggling option with average Aura.
|dtiltname= 
|dtiltname=Leg Sweep ({{ja|あしばらい|Ashi Barai}})
|dtiltdmg={{AuraDamageSSB4|5}}
|dtiltdmg={{AuraDamageSSB4|5}}
|dtiltdesc=A shin kick, similar to {{SSB4|Ganondorf}}'s down tilt. It be followed up with a dash attack or a dash grab at low Aura.
|dtiltdesc=A kneeling Hapkido-style shin kick. It can be followed up with a dash attack or a dash grab with low Aura.
|dashname= 
|dashname=Jump Kick ({{ja|とびげり|Tobi Geri}}, ''Dropkick'')
|dashdmg={{AuraDamageSSB4|8}} (clean), {{AuraDamageSSB4|6}} (late)
|dashdmg={{AuraDamageSSB4|8}} (clean), {{AuraDamageSSB4|6}} (late)
|dashdesc=A flying kick. A decent follow-up from a down tilt at low Aura or a back throw at medium Aura.
|dashdesc=A flying kick. A decent follow-up from a down tilt with low Aura, or a back throw with average Aura.
|fsmashname= 
|fsmashname=Aura Strike ({{ja|はどうげき|Hadōgeki}})
|fsmashdmg={{AuraDamageSSB4|16|c}} (clean), {{AuraDamageSSB4|13|c}} (late)
|fsmashdmg={{AuraDamageSSB4|16|c}} (clean), {{AuraDamageSSB4|13|c}} (late)
|fsmashdesc=A double palm thrust that emits small blasts of Aura. When Lucario is at full power and has high Aura, it is the strongest and the most damaging forward smash in the game, dealing 38% when fully charged and sweetspotted. It is a [[one-hit KO]] when at max Aura and performed near the edge or center-stage.
|fsmashdesc=A double palm thrust that emits small blasts of Aura. When Lucario is at full power and has high Aura, it is the strongest and the most damaging forward smash in the game, dealing 38% when fully charged and sweetspotted. It is a [[one-hit KO]] with max Aura and performed near the edge or center-stage.
|usmashname= 
|usmashname=Aura Palm ({{ja|はどうしょう|Hadōshō}})
|usmashdmg={{AuraDamageSSB4|4|c}} (hit 1), {{AuraDamageSSB4|14|c}} (clean sweetspot hit 2), {{AuraDamageSSB4|12|c}} (clean sourspot hit 2), {{AuraDamageSSB4|9|c}} (late hit 2)
|usmashdmg={{AuraDamageSSB4|4|c}} (hit 1), {{AuraDamageSSB4|14|c}} (clean sweetspot hit 2), {{AuraDamageSSB4|12|c}} (clean sourspot hit 2), {{AuraDamageSSB4|9|c}} (late hit 2)
|usmashdesc=A modified version of the long choui, an uppercut-styled punch in Shaolin Kung Fu. Hits twice even though Lucario only uses one paw. When it is fully charged, sweetspotted, both of its hits connect, and Lucario is at max Aura, it is one of the strongest up smashes in the game and the most damaging smash attack in the game, dealing 42%.
|usmashdesc=A modified version of the long choui, an uppercut-styled punch in Shaolin Kung Fu. Hits twice even though Lucario only uses one paw. When it is fully charged, sweetspotted, both of its hits connect, and Lucario has max Aura, it is one of the strongest up smashes in the game and the most damaging smash attack in the game, dealing 42%.
|dsmashname= 
|dsmashname=Aura Split ({{ja|はどうさい|Hadōsai}})
|dsmashdmg={{AuraDamageSSB4|14|c}}
|dsmashdmg={{AuraDamageSSB4|14|c}}
|dsmashdesc=A modified version of the kap theai choui. Hits on both of its sides and is one of the strongest down smashes in the game when Lucario is at max Aura.
|dsmashdesc=A modified version of the kap theai choui. Hits on both of its sides and is one of the strongest down smashes in the game when Lucario has max Aura.
|nairname= 
|nairname=Spiral Fist ({{ja|せんくうけん|Senkūken}})
|nairdmg={{AuraDamageSSB4|8}} (hit 1), {{AuraDamageSSB4|6}} (hit 2)
|nairdmg={{AuraDamageSSB4|8}} (hit 1), {{AuraDamageSSB4|6}} (hit 2)
|nairdesc=Spins while emitting Aura from its paws. Very low landing lag, great for spacing. Depending on aura, it can lead into a grab, dash attack, tilts, and even a tech situation.
|nairdesc=Spins while emitting Aura from its paws. Very low landing lag, great for spacing. Depending on aura, it can lead into a grab, dash attack, tilts, and even a tech situation.
|fairname= 
|fairname=Airstrike ({{ja|くうしゅうきゃく|Kū Shū Kyaku}})
|fairdmg={{AuraDamageSSB4|6}}
|fairdmg={{AuraDamageSSB4|6}}
|fairdesc=A stretch kick. Can be used as a follow-up twice after its down throw beginning at 0% and up to low percents.
|fairdesc=A stretch kick. Can be used as a follow-up twice after its down throw beginning at 0% and up to low percentages.
|bairname= 
|bairname=Twist Thrust ({{ja|ひねりつき|Hineri Tsuki}})
|bairdmg={{AuraDamageSSB4|15}}
|bairdmg={{AuraDamageSSB4|15}}
|bairdesc=The sou choui, a sweeping punch in Shaolin Kung Fu. It is the strongest back aerial in the game thanks to its high knockback and one of the strongest aerials in the game when Lucario is at max Aura, KOing opponents under 50%. However, it has rather long start-up.
|bairdesc=The sou choui, a sweeping punch in Shaolin Kung Fu. It is the strongest back aerial in the game thanks to its high knockback and one of the strongest aerials in the game when Lucario has max Aura, KOing opponents under 50%. However, it has rather long start-up.
|uairname= 
|uairname=Vertical Kick  ({{ja|ちょくじょうしゅう|Chokujo Shū}})
|uairdmg={{AuraDamageSSB4|11}} (clean), {{AuraDamageSSB4|6}} (late)
|uairdmg={{AuraDamageSSB4|11}} (clean), {{AuraDamageSSB4|6}} (late)
|uairdesc=Leans back and performs a front kick upward. One of the strongest up aerials in the game, KOing opponents beginning at 70% when Lucario is at max Aura.
|uairdesc=Leans back and performs a front kick upward. One of the strongest up aerials in the game, KOing opponents beginning at 70% when Lucario has max Aura.
|dairname= 
|dairname=Rapid Kicks ({{ja|ちょくじょうしゅう|Rentō Kyaku}})
|dairdmg={{AuraDamageSSB4|5}} (hit 1), {{AuraDamageSSB4|6}} (hit 2)
|dairdmg={{AuraDamageSSB4|5}} (hit 1), {{AuraDamageSSB4|6}} (hit 2)
|dairdesc=Stomps twice. Unlike in ''Brawl'', it no longer stalls Lucario's descent.
|dairdesc=Stomps twice. Unlike in ''Brawl'', it no longer stalls Lucario's descent.
|grabname= 
|grabname=Grab ({{ja|つかみ|Tsukami}})
|grabdesc=[[wikipedia:Clinch fighting|Clinches]] the opponent.
|grabdesc=[[wikipedia:Clinch fighting|Clinches]] the opponent.
|pummelname= 
|pummelname=Grab Surge ({{ja|つかみはどう|Tsukami Hadō}})
|pummeldmg={{AuraDamageSSB4|1}}
|pummeldmg={{AuraDamageSSB4|1}}
|pummeldesc=A surge of Aura. The fastest pummel in the game and one of the best pummels in the game if Lucario has high or max Aura.
|pummeldesc=A surge of Aura. The fastest pummel in the game and one of the best pummels in the game if Lucario has high or max Aura.
|fthrowname= 
|fthrowname=Single Hit ({{ja|たんだ|Tanda}})
|fthrowdmg={{AuraDamageSSB4|8}}
|fthrowdmg={{AuraDamageSSB4|8}}
|fthrowdesc=Shoves the opponent away. The third strongest forward throw in the game when Lucario is at max Aura, being surpassed only by {{SSB4|Bowser}}'s and {{SSB4|Wario}}'s. It is also the fastest throw in the game.
|fthrowdesc=Shoves the opponent away. The strongest forward throw in the game when Lucario is at max Aura, on par with {{SSB4|Bowser}}'s. It is also the fastest throw in the game.
|bthrowname= 
|bthrowname=Body Drop ({{ja|たいおとし|Tai Otoshi}})
|bthrowdmg={{AuraDamageSSB4|10}}
|bthrowdmg={{AuraDamageSSB4|10}}
|bthrowdesc=The {{s|wikipedia|tai otoshi}}, a {{s|wikipedia|Judo}} throw. The most damaging back throw in the game and a viable KOing option when Lucario is at max Aura.
|bthrowdesc=The {{s|wikipedia|tai otoshi}}, a {{s|wikipedia|Judo}} throw. The most damaging back throw in the game and a viable KOing option when Lucario has max Aura.
|uthrowname= 
|uthrowname=Thrust Up ({{ja|おしあげ|Oshi Age}})
|uthrowdmg={{AuraDamageSSB4|5}} (hit 1), {{AuraDamageSSB4|6}} (throw)
|uthrowdmg={{AuraDamageSSB4|5}} (hit 1), {{AuraDamageSSB4|6}} (throw)
|uthrowdesc=The pao choui, an uppercut-styled punch in Shaolin Kung Fu. Launches the opponent upward and at low Aura, it can act as a set-up for its up tilt, neutral aerial and up aerial. Other opponents next to Lucario are dealt high knockback. The most damaging throw in the game when Lucario is at max Aura, dealing 18% total.
|uthrowdesc=The pao choui, an uppercut-styled punch in Shaolin Kung Fu. Launches the opponent upward and with low Aura, it can act as a set-up for its up tilt, neutral aerial and up aerial. Other opponents next to Lucario are dealt high knockback. The most damaging throw in the game when Lucario has max Aura, dealing 18% total.
|dthrowname= 
|dthrowname=Slam ({{ja|たたきつけ|Tatakitsuke}})
|dthrowdmg={{AuraDamageSSB4|7}}
|dthrowdmg={{AuraDamageSSB4|7}}
|dthrowdesc=Holds the opponent over its head and then slams them into the ground. Can lead into its neutral, up or forward aerials at low Aura and while opponents are at low to medium percents, although lightweights can avoid these combos.
|dthrowdesc=Holds the opponent over its head and then slams them into the ground. Can lead into its neutral, up or forward aerials with low Aura and while opponents are at low to medium percentages, although lightweights can avoid these combos.
|floorfname= 
|floorfname= 
|floorfdmg={{AuraDamageSSB4|7}}
|floorfdmg={{AuraDamageSSB4|7}}
|floorfdesc=Kicks around itself while standing back up.
|floorfdesc=Kicks around itself before getting up.
|floorbname= 
|floorbname= 
|floorbdmg={{AuraDamageSSB4|7}}
|floorbdmg={{AuraDamageSSB4|7}}
|floorbdesc=Kicks around itself while standing back up.
|floorbdesc=Kicks around itself before getting up.
|floortname= 
|floortname= 
|floortdmg={{AuraDamageSSB4|5}}
|floortdmg={{AuraDamageSSB4|5}}
|floortdesc=Kicks front-to-back while standing back up.
|floortdesc=Kicks behind itself and then in front of itself while getting up.
|edgename= 
|edgename= 
|edgedmg={{AuraDamageSSB4|7}}
|edgedmg={{AuraDamageSSB4|7}}
|edgedesc=Performs a double palm thrust that emits a small blast of Aura while climbing up.
|edgedesc=Performs a double palm thrust that emits a small blast of Aura while climbing up.
|nsdefname=Aura Sphere
|nsdefname=Aura Sphere
|nsdefdmg={{AuraDamageSSB4|17.25}} (fully charged)
|nsdefdmg={{AuraDamageSSB4|6.8}} (no charge), {{AuraDamageSSB4|17.25}} (fully charged), {{AuraDamageSSB4|0.7}} (charging sphere)
|nsdefdesc=A chargeable, condensed sphere of {{s|bulbapedia|Aura}}. Pressing the special button again will make Lucario [[bulbapedia:Aura Sphere (move)|fire the sphere]]. Its size scales with Aura. A charging Aura Sphere can lead into up smash for a KO.
|nsdefdesc=A chargeable, condensed sphere of {{s|bulbapedia|Aura}}. Nearby opponents take minor damage if touching the sphere while charging. Pressing the special button again will make Lucario [[bulbapedia:Aura Sphere (move)|fire the sphere]]. Charging increases damage, speed, range, and size, while its size and damage further increase scale with Aura. A fully charged sphere pushes Lucario back slightly. A charging Aura Sphere can lead into up smash for a KO.
|nsc1name=Snaring Aura Sphere
|nsc1name=Snaring Aura Sphere
|nsc1dmg={{AuraDamageSSB4|14.5}} (fully charged)
|nsc1dmg={{AuraDamageSSB4|2.5}} (no charge), {{AuraDamageSSB4|14.5}} (fully charged), {{AuraDamageSSB4|0.5}} (charging sphere)
|nsc1desc=A slower variation that has a [[wind|vacuum]] effect that pulls opponents toward the Aura Sphere itself. Has extra ending lag deals slightly less damage. Two uncharged Snaring Aura Spheres can exist on-screen at the same time.
|nsc1desc=A slower variation, similar to [[Charge Shot|Dense Charge Shot]], but has a [[pulling|vacuum]] effect that pulls opponents toward the Aura Sphere itself. Has extra ending lag and deals slightly less damage, but can strike opponents up to three times. Two Snaring Aura Spheres can exist on-screen at the same time per Lucario. Charged spheres don’t push Lucario back.
|nsc2name=Piercing Aura Sphere
|nsc2name=Piercing Aura Sphere
|nsc2dmg={{AuraDamageSSB4|6.75}} (fully charged)
|nsc2dmg={{AuraDamageSSB4|3}} (no charge), {{AuraDamageSSB4|6.75}} (fully charged), {{AuraDamageSSB4|0.7}} (charging sphere)
|nsc2desc=A faster variation that pierces opponents, but deals significantly less damage.
|nsc2desc=A smaller, faster variation that pierces opponents, but deals significantly less damage.
|ssdefname=Force Palm
|ssdefname=Force Palm
|ssdefdmg={{AuraDamageSSB4|11.875}} (projectile sweetspot), {{AuraDamageSSB4|7.5}} (projectile sourspot), {{AuraDamageSSB4|13}} (throw), 6% (escape)
|ssdefdmg={{AuraDamageSSB4|11.875}} (near blast), {{AuraDamageSSB4|7.5}} (mid/far blast), {{AuraDamageSSB4|13}} (throw), 6% (escape)
|ssdefdesc=Fires a stream of Aura. Its range scales with Aura. If the opponent is close to Lucario, the move acts like a grab, with Lucario grabbing the opponent and then [[bulbapedia:Force Palm|striking them with a palm thrust at point-blank range]].
|ssdefdesc=Fires a stream of Aura. Its blast's range scales with Aura. If the opponent is close to Lucario, the move acts like a grab, with Lucario grabbing the opponent and then [[bulbapedia:Force Palm|striking them with a palm thrust at point-blank range]].
|ssc1name=Advancing Force Palm
|ssc1name=Advancing Force Palm
|ssc1dmg={{AuraDamageSSB4|10}} (projectile sweetspot), {{AuraDamageSSB4|7}} (projectile sourspot), {{AuraDamageSSB4|10}} (throw), 6% (escape)
|ssc1dmg={{AuraDamageSSB4|10}} (near blast), {{AuraDamageSSB4|7}} (mid/far blast), {{AuraDamageSSB4|10}} (throw), 6% (escape)
|ssc1desc=Moves Lucario forward, but deals slightly less damage and has more start-up lag.
|ssc1desc=Completely changes force palm, modifying it into a dash that moves Lucario forward accompanied by a command grab hitbox, followed by a short wait and a second, regular, attack, overall sporting slightly less damage and having more start-up lag.
|ssc2name=Long-Distance Force Palm
|ssc2name=Long-Distance Force Palm
|ssc2dmg={{AuraDamageSSB4|7.4}} (projectile sweetspot), ≈{{AuraDamageSSB4|4.23}} (projectile sourspot), {{AuraDamageSSB4|13}} (throw), 6% (escape)
|ssc2dmg={{AuraDamageSSB4|7.4}} (near blast), ≈{{AuraDamageSSB4|4.23}} (mid/far blast), {{AuraDamageSSB4|13}} (throw), 6% (escape)
|ssc2desc=Has more range, but deals less damage.
|ssc2desc=Has more range, but deals less damage and has slightly more startup lag.
|usdefname=Extreme Speed
|usdefname=Extreme Speed
|usdefdmg={{AuraDamageSSB4|6}}
|usdefdmg={{AuraDamageSSB4|6}}
|usdefdesc=[[bulbapedia:Extreme Speed|Propels itself in a predetermined direction]] by blasting steams of Aura from its paws. Has a hitbox at its end. Like Force Palm's blast range, Extreme Speed's range scales with Aura.
|usdefdesc=Briefly stalls before [[bulbapedia:Extreme Speed|propelling itself in a predetermined direction]] by blasting steams of Aura from its forepaws. Has a hitbox at the end of its animation. Like Force Palm's blast, Extreme Speed's range scales with Aura. Covers a lot of distance very quickly, but suffers high landing lag.
|usc1name=Ride the Wind
|usc1name=Ride the Wind
|usc1dmg=—
|usc1dmg=—
|usc1desc=Slower and deals no damage, but grants more control over Lucario's trajectory.
|usc1desc=Slower and deals no damage, but travels even farther and grants more control over Lucario's trajectory, though this can cause Lucario to veer off course and SD.
|usc2name=Extreme Speed Attack
|usc2name=Extreme Speed Attack
|usc2dmg={{AuraDamageSSB4|4}} (hit 1), {{AuraDamageSSB4|7}} (hit 2)
|usc2dmg={{AuraDamageSSB4|4}} (hit 1), {{AuraDamageSSB4|7}} (hit 2)
Line 231: Line 301:
|dsdefname=Double Team
|dsdefname=Double Team
|dsdefdmg={{AuraDamageSSB4|11}}
|dsdefdmg={{AuraDamageSSB4|11}}
|dsdefdesc=Performs a {{s|wikipedia|kata}}. If Lucario is attacked, it will disappear while [[bulbapedia:Double Team (move)|emitting afterimages]] and counterattack with a flying kick from behind the attacker.
|dsdefdesc=Performs a {{s|wikipedia|kata}}. If Lucario is attacked, it will disappear while [[bulbapedia:Double Team (move)|emitting afterimages]] and then counterattack with a flying kick from behind the attacker. Tied for having the biggest counter window with [[Vision]], and strikes swiftly, although the attack can miss its target outright and even send Lucario flying off stage, particularly if used while airborne.
|dsc1name=Glancing Counter
|dsc1name=Glancing Counter
|dsc1dmg={{AuraDamageSSB4|10}}
|dsc1dmg={{AuraDamageSSB4|10}}
Line 237: Line 307:
|dsc2name=Stunning Double Team
|dsc2name=Stunning Double Team
|dsc2dmg={{AuraDamageSSB4|1}} (hits 1-2), {{AuraDamageSSB4|1}}
|dsc2dmg={{AuraDamageSSB4|1}} (hits 1-2), {{AuraDamageSSB4|1}}
|dsc2desc=Functions similarly to Double Team, but with the added effect of being able to [[stun]] opponents. However, it deals significantly less damage.
|dsc2desc=The counterattack [[stun]]s the opponent, similarly to [[Disable]]. Like Disable, the stun's duration is longer the more damaged the opponent is, but it also deals minuscule damage due to not being a true counterattack.
|fsname=Mega Lucario
|fsname=Mega Evolution
|fspage=Mega Evolution (Lucario)
|fsdmg=—
|fsdmg=—
|fsdesc=[[bulbapedia:Mega Evolution|Mega Evolves]] into Mega Lucario. Mega Lucario's Aura multiplier is increased to 1.8x regardless of how much damage it had prior to Mega Evolving, while it also gains [[Armor|resistance to both flinching and launching]] throughout its duration. However, its duration decreases if damage is taken during its transformation.
|fsdesc=[[bulbapedia:Mega Evolution|Mega Evolves]] into Mega Lucario. Mega Lucario has an Aura multiplier of 1.8×, regardless of Lucario's damage prior to Mega Evolving, and has both super [[armor]] and [[flinch]] resistance throughout its duration. However, its duration will shorten upon receiving damage. Lucario can still use his custom special moves after transforming.
}}
}}
===Stats===
{{Attributes
|cast = 58
|weight = 99
|rweight = 21
|dash = 1.8
|rdash = 5-8
|run = 1.55
|rrun = 33
|walk = 1.05
|rwalk = 37-38
|trac = 0.0736
|rtrac = 1
|airfric = 0.005
|rairfric = 52-54
|air = 1.09
|rair = 20
|baseaccel = 0.0
|rbaseaccel = 56-58
|addaccel = 0.07
|raddaccel = 18-28
|gravity = 0.084
|rgravity = 37
|fall = 1.68
|rfall = 14-15
|ff = 2.688
|rff = 15-16
|jumpsquat = 5
|rjumpsquat = 14-41
|jumpheight = 37.619999
|rjumpheight = 10
|shorthop = 18.193617
|rshorthop = 9
|djump = 37.619999
|rdjump = 12
}}
===[[Announcer]] call===
{{audio|Needs announcer calls from other languages.}}
<gallery>
Lucario English Announcer SSB4-SSBU.wav|English/Japanese/Chinese
</gallery>


===[[On-screen appearance]]===
===[[On-screen appearance]]===
{{appearance
{{appearance
|desc=Enters the stage while radiating a surging, flame-like field of Aura around itself and then slowly falls to the ground.
|desc=Hovers slightly above the stage, and then spreads its arms and legs slightly while briefly emitting a surging, jagged, flame-shaped field of [[Aura]] around itself before descending.
|char=Lucario
|char=Lucario
|game=SSB4}}
|game=SSB4}}
Line 252: Line 366:
{{Taunt/SSB4
{{Taunt/SSB4
|char=Lucario
|char=Lucario
|desc-up=Folds its arms and then extends them while growling and radiating a surging, flame-like field of Aura around itself.
|desc-up=Folds its arms and then extends them while growling and emitting a surging, jagged, flame-shaped field of Aura around itself.
|desc-side=Extends its right arm forward, growls, and emits a small blast of Aura from its paw.
|desc-side=Extends its right forepaw forward and growls before emitting a small blast of Aura from its forepaw.
|desc-down=Performs a {{s|wikipedia|kata}} that is very similar to the one performed during [[Double Team]].}}
|desc-down= Stands on one foot and holds one hand in mid-air, assuming a {{s|wikipedia|Fujian White Crane}}-like stance.}}


===[[Idle pose]]s===
===[[Idle pose]]s===
Line 268: Line 382:
|game=SSB4
|game=SSB4
|desc-us=Lu-cario!
|desc-us=Lu-cario!
|desc-jp=Lu-car-io!
|desc-jp=Ru-ka-rio!
|pitch-us=Group chant
|pitch-us=Group chant
|pitch-jp=Group chant}}
|pitch-jp=Group chant}}


===[[Victory pose]]s===
===[[Victory pose]]s===
{{Incomplete|Japanese victory quotes with translations}}
{{Victory/SSB4
{{Victory/SSB4
|victory-theme=PokemonUniverseTheme.ogg
|victory-theme=PokemonUniverseTheme.ogg
|victory-desc=An orchestral excerpt of the title theme from [[bulbapedia:Pokémon Red and Blue Versions|''Pokémon Red'', ''Blue'']] and [[bulbapedia:Pokémon Red and Green Versions|''Green Versions'']], which has since become the main theme of the ''Pokémon'' series.
|victory-desc=An orchestral excerpt of the title theme from [[bulbapedia:Pokémon Red and Blue Versions|''Pokémon Red'', ''Blue'']] and [[bulbapedia:Pokémon Red and Green Versions|''Green Versions'']], which has since become the main theme of the ''Pokémon'' series.
|desc-1=Moves its paws in front of itself and then clasps them together before saying "The Aura is with me!"
|desc-1=Moves its paws in front of itself and then clasps them together while saying "The Aura is with me!" ({{ja|波導は我にあり!|Hadō wa ware ni ari!}}, ''The aura is with me!'').
|desc-2=Extends both arms forward and next to each other while emitting small blasts of Aura from its paws, then assumes a {{s|wikipedia|Fujian White Crane}}-like stance while saying "Behold the power of Aura."
|desc-2=Extends both arms forward and next to each other while emitting small blasts of Aura from its paws, then assumes a {{s|wikipedia|Fujian White Crane}}-like stance while saying "Behold the power of Aura." ({{ja|満ちるぞ、この波導!|Michiru zo, kono hadō!}}, ''I am filled with aura!'').
|desc-3=Performs a kata where it leans forward while extending its left arm forward and keeps its right arm to its side, while a flame-like field of Aura briefly surges from its body.
|desc-3=Performs a kata where it leans forward while extending its left arm forward, keeping its right arm to its side, and performing a kiai while a flame-like field of Aura briefly surges from its body.
|char=Lucario}}
|char=Lucario}}


Line 297: Line 410:
|set10=1311
|set10=1311
}}
}}
===Notable players===
===Most historically significant players===
====Active====
<!--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 -->
*{{Sm|Astro|Canada}}
*{{Sm|Day|USA}}
*{{Sm|Gomamugitya|Japan}}
*{{Sm|Kamicario|USA}}
*{{Sm|Loota|Finland}}
*{{Sm|Maverick|USA}}
*{{Sm|Motsunabe|Japan}}
*{{Sm|P2P with Gibus|USA}}
*{{Sm|Serge|Mexico}}
*{{Sm|Shiny|USA}}
*{{Sm|Tsu-|Japan}}


====Inactive====
''See also: [[:Category:Lucario players (SSB4)]]''
*{{Sm|Azen|USA}}
 
*{{Sm|Day|USA}} - The best Lucario player in North America, and the first Lucario player ranked globally, ranking 38th on the [[PGR v3]] thanks to results such as 13th at {{Trn|EVO 2016}} defeating {{Sm|6WX}}, 17th at {{Trn|Super Smash Con 2016}} defeating {{Sm|ZeRo}}, and 25th at {{Trn|2GGT: ZeRo Saga}} defeating {{Sm|dyr}}. Although never ranked on a regular PGR list after 2016, he remained the second-best Lucario player in the world, ultimately ranking 80th on the [[PGR 100]].
*{{Sm|Gomamugitya|Japan}} - Although more known for his doubles prowess when teaming with {{Sm|Taiheita}}, which includes winning doubles at {{Trn|Super Smash Con 2016}}, he is also considered one of the best Lucario players from Japan, most notably placing 7th at {{Trn|KTAR XIX}} defeating {{Sm|CaptainZack}} and 9th at {{Trn|Sumabato 11}} defeating {{Sm|Sigma}}.
*{{Sm|Motsunabe|Japan}} - Japan's best Lucario player before Tsu-, and the overall best Lucario player from late-2015 to mid-2016, winning {{Trn|Umebura 20}} over {{Sm|KEN}} and {{Sm|RAIN}}, placing 3rd at {{Trn|SHI-G Tournament}} defeating {{Sm|Kirihara}} and {{Sm|Nietono}}, and placing 9th at {{Trn|Umebura Niconico Qualifier}}. He stopped competing by the end of 2017.
*{{Sm|Richi|Mexico}} - The second-best Lucario player in Mexico after Serge, ranking as high as 18th on the [[Mexican Power Rankings]] in 2017. Unlike Serge, he was a solo-main, and placed 7th at {{Trn|Smash Fest 3}}, 9th at both {{Trn|Smash Factor 5}} and {{Trn|The Arena 2017}}, and 13th at {{Trn|Smash Factor 6}} with only Lucario.
*{{Sm|Serge|Mexico}} - Known for playing a variety of characters, but was primarily a Lucario player, and was Mexico's premier Lucario player, peaking at 8th on the [[Mexican Power Rankings]] in 2017. He is best known for being the first Mexican player to double-eliminate {{Sm|MkLeo}}, doing so at [https://challonge.com/sat3v6s/standings Smash@Tier3 Vol. 6] and using Lucario to defeat him in the first set. He has also placed highly at some of Mexico's largest events, including 5th at {{Trn|Smash Factor 5}} and 7th at {{Trn|Smash Factor 6}}.
*{{Sm|Tsu-|Japan}} - The best Lucario player of all-time, ranking 32nd on the [[PGR 100]]. He is best known for placing 2nd at {{Trn|Frostbite 2017}} defeating {{Sm|ZeRo}} among other top players, the closest a Lucario player came to winning a major. He has also placed 4th at {{Trn|Niconico Tokaigi 2017}}, as well as 7th at {{Trn|Umebura S.A.T.}}, {{Trn|2GGC: ARMS Saga}}, and {{Trn|2GGC: West Side Saga}}, making him the only Lucario player with multiple top 8 placements at majors.


===Tier placement and history===
===Tier placement and history===
Lucario was considered to be a viable character since the game's release. The aura buffs, which vastly increased Lucario's kill power to the point where a max-aura Lucario could consistently KO opponents under 75%, and improved its recovery to become one of the best, as well as a powerful combo game, leaded to many professionals thinking of Lucario as a blanket high-tier. Despite his low tournament representation, it achieved lukewarm results in the game's early lifespan thanks to notable players such as {{Sm|Day}}, {{Sm|Motsunabe}} and {{Sm|Serge}}, and would eventually rank at 23rd on the first ''4BR'' [[tier list]]. More recently, Lucario has achieved better tournament representation in competitive play. At [[Smash Factor 5]], Serge, along with fellow smashers Daimy and Richi, placed among the top 12 using Lucario. Day also managed to place 17th at [[Super Smash Con 2016]], a much bigger tournament which had many top level players attending and notably saw him defeat {{sm|ZeRo}}, which sent him into the losers bracket of said tournament, a feat achieved by only a select few. {{Sm|Gomamugitya}} also managed to place 1st with his partner in the [[Super Smash Con 2016#Super Smash Bros. for Wii U doubles|doubles tournament of Super Smash Con 2016]] while using Lucario. This caused it to slightly rise to 22nd place on the second tier list.
Lucario was considered to be a viable character since the game's release. The Aura buffs, which vastly increased Lucario's KO power to the point where a Lucario with max Aura could consistently KO opponents under 75%, and improved its recovery to become one of the best, as well as a powerful combo game, led many professionals to view Lucario as a high-tier character. Despite its relatively low tournament representation, it achieved acceptable results in the game's early lifespan thanks to notable players such as {{Sm|Day}}, {{Sm|Motsunabe}} and {{Sm|Serge}}, and would eventually be ranked 23rd on the first ''4BR'' [[tier list]]. More recently, Lucario has achieved better tournament representation in competitive play. At [[Smash Factor 5]], Serge, along with fellow smashers {{sm|Daimy}} and Richi, placed among the top 12 using Lucario. Day also managed to place 17th at [[Super Smash Con 2016]], a much bigger tournament which had many top level players attending and notably saw him defeat {{sm|ZeRo}}, which sent him into the losers bracket of said tournament, a feat achieved by only a select few. {{Sm|Gomamugitya}} also managed to place 1st with his partner in the [[Super Smash Con 2016#Super Smash Bros. for Wii U doubles|doubles tournament of Super Smash Con 2016]] while using Lucario. This caused it to slightly rise to 22nd place on the second tier list.


However, Lucario's tier position was considered one of the most contentious of all characters, as a group of players that grew steadily bigger around late-2015 began seeing Lucario as having one of the worst neutral games due to its laggy attacks and subpar movement speed, and viewed its recovery as blown out of proportion as its flaws were surprisingly easy to exploit, especially with its extreme landing from a helpless state lag post 1.0.4. This group considered Lucario as a poor character who suffered from overspecializing with the aura gimmick, thus leaving it as little threat to a cautious player. As time went on, Lucario's tournament results grew barren, with fewer players maining it, thus causing more and more to look down on it. However, Lucario's results then notably improved as time went on due to some new developments in its metagame, and has seen generally improved results, especially in Japan, leading it to be perceived more positively again in spite of very skilled competition. This allowed Lucario to rise to 19th on the third and current tier list. As such, Lucario is still seen as a viable pick in tournaments. This placement is also currently considered to be too low, most notably after {{Sm|Tsu-}} surprisingly achieved 2nd place at [[Frostbite 2017]], while sending ZeRo to the losers bracket and having very close games with him on the tournament's grand finals.
As time went on, Lucario's tier position grew to be among the most contentious of all characters, as players within the community (which grew steadily bigger around late 2015) began seeing it as having one of the worst neutral games due to its laggy attacks and subpar movement speed, and viewed its recovery as blown out of proportion as its flaws were surprisingly easy to exploit, especially with its extreme landing from a helpless state lag post-update 1.0.4. A number of professionals then considered Lucario to be a poor character who suffered from overspecializing with the aura gimmick, thus leaving it as little threat to a cautious player. As time went on, Lucario's tournament results grew barren, with fewer players maining it, thus causing more and more to look down on it.


==Trophies==
In spite of these setbacks, Lucario's results have since noticeably improved as time went on due to some new developments towards its metagame, and it has seen generally improved results, especially in Japan, leading it to be perceived more positively again in spite of high competition. This allowed it to rise to 19th on the third and tier list. While some advocated Lucario's placement was too high due to its inconsistent results and high-risk playstyle, {{Sm|Tsu-}} broke through perceptions by placing 2nd at [[Frostbite 2017]], while defeating ZeRo at the same tournament. Although ZeRo himself managed to win the tournament, this very high result, tied with more consistent ones, have led Lucario to rise to 17th on the fourth and current tier list. As such, the majority of players feel that Lucario's current placing was accurate for the time being, although a few professionals occasionally voice about its high-risk playstyle being a liability against competitive play, most notably against characters such as {{SSB4|Cloud}}.
:'''Lucario'''
::{{flag|ntsc}} ''A Fighting/Steel-type Pokémon that excels in combat through the reading and manipulation of Aura. As Lucario takes more damage, its attacks grow in strength. At maximum power, Lucario deals triple damage and its Aura Sphere is particularly devastating! Foes won't even know what hit them!''


::{{flag|pal}} ''This Fighting- and Steel-type Pokémon can sense the movements of its enemies using its Aura abilities, and is even said to be able to see enemies when they're invisible. As it takes damage, its attacks grow in strength. At maximum power, its deals triple damage, which can make its Aura Sphere attack a real force to be reckoned with!''
==In Solo Modes==
===[[All-Star Mode]]===
In All-Star Mode, Lucario is fought in Stage 6 in the 3DS version or Stage 2 in the Wii U version alongside {{SSB4|Roy}}, {{SSB4|Zero Suit Samus}}, {{SSB4|Ike}}, {{SSB4|Lucas}}, {{SSB4|Olimar}}, {{SSB4|Toon Link}}, {{SSB4|Villager}}, and {{SSB4|Bowser Jr.}}


{{Trophy games|console1=DS|game1=Pokémon Diamond and Pokémon Pearl (04/2007)|console2=3DS|game2=Pokémon X and Pokémon Y (10/2013)}}
===In [[Event Match]]es===
 
====Solo Events====
:'''Lucario (Alt.)'''
*'''[[All-Star Battle: Brawl]]''': Lucario is one of the opponents fought in this event. All of the opponents debuted in ''Brawl''.
::{{flag|ntsc}} ''Lucario's up special Extreme Speed will send this Pokémon soaring on the path you choose. Lucario flies farther the more damage it's taken. Lucario makes use of its Aura for the side special Force Palm. At extremely close range, Lucario will grab an enemy first, dealing additional damage.''
*'''[[Aura Mastery]]''': A highly damaged Lucario must defeat an invisible {{SSB4|Sheik}} and an invisible {{SSB4|Wii Fit Trainer}}.
 
*'''[[Fire-Type Frenzy]]''': As {{SSB4|Charizard}}, the player must defeat Lucario, {{SSB4|Greninja}}, and {{SSB4|Pikachu}} all appearing after another.
::{{flag|pal}} ''The Extreme Speed up special sends Lucario rushing in your chosen direction, and you can adjust the flight path mid-air. Also, the more damage Lucario takes, the further it will go. For the Force Palm side special, Lucario attacks with its Aura. Using it while close to an enemy adds a grab to the move and deals extra damage.''
*'''{{SSB4|Pokémon Battle}}''': As Greninja, the player must defeat a team of Lucario, Pikachu, and Charizard.
 
====Co-Op Events====
{{Trophy games|console1=DS|game1=Pokémon Diamond and Pokémon Pearl (04/2007)|console2=3DS|game2=Pokémon X and Pokémon Y (10/2013)}}
*'''[[Pokémon Multi Battle!]]''': Pikachu and Charizard must defeat a team of Lucario and Greninja, then a team of Pikachu and Charizard each appearing after one opponent is defeated. Lucario can appear if Pikachu is KO'd.
 
*'''[[The Ultimate Battle]]''': Two players select characters and must defeat the entire roster.
:'''Mega Evolution (Lucario)'''
::{{flag|ntsc}} ''In Lucario's Final Smash, it Mega Evolves into Mega Lucario. The attacks it can use don't change, but its Aura abilities become more powerful than ever, letting it deal more damage and launch opponents farther. It can also resist being launched by other fighters, but the more attacks it takes, the sooner it will transform back.''
 
::{{flag|pal}} ''For Lucario's Final Smash, it Mega Evolves into Mega Lucario. The attacks it can use don't change, but its Aura abilities become more powerful than ever, letting it deal even more damage and launch opponents even further. It can also resist being launched by other fighters, but the more attacks it takes, the less time the Final Smash lasts.''


===[[Congratulations screen]]s===
<center>
<center>
====3DS====
<gallery>
<gallery>
LucarioTrophy3DS.png|Classic (3DS)
SSB4-3DS Congratulations Classic Lucario.png|Classic Mode
LucarioAllStarTrophy3DS.png|Alt. (3DS)
SSB4-3DS Congratulations All-Star Lucario.png|All-Star Mode
LucarioTrophyWiiU.png|Classic (Wii U)
</gallery>
LucarioAltTrophyWiiU.png|Alt. (Wii U)
====Wii U====
MegaLucarioTrophyWiiU.png|[[Mega Lucario]]
<gallery>
SSB4-Wii U Congratulations Classic Lucario.png|Classic Mode
SSB4-Wii U Congratulations All-Star Lucario.png|All-Star Mode
</gallery>
</gallery>
</center>
</center>


==In [[Event Match]]es==
==[[Trophies]]==
===Solo Events===
Lucario's default trophy is obtained by clearing Classic Mode as Lucario. Its alternate trophy is obtained by clearing All-Star Mode as Lucario in the 3DS version or purchasing it in the Trophy Shop for 1000G in the Wii U version. The Mega Evolution (Lucario) trophy is obtained only in the Wii U version by clearing All-Star Mode as Lucario.
*'''[[All-Star Battle: Brawl]]''': Lucario is one of the opponents fought in this event. All of the opponents debuted in ''Brawl''.
{{Trophy/Fighter
*'''[[Aura Mastery]]''': A highly damaged Lucario must defeat an invisible {{SSB4|Sheik}} and an invisible {{SSB4|Wii Fit Trainer}}.
|name=Lucario
*'''[[Fire-Type Frenzy]]''': As {{SSB4|Charizard}}, the player must defeat Lucario, {{SSB4|Greninja}}, and {{SSB4|Pikachu}} all appearing after another.
|image-3ds=LucarioTrophy3DS.png
*'''{{SSB4|Pokémon Battle}}''': As Greninja, the player must defeat a team of Lucario, Pikachu, and Charizard.
|image-wiiu=LucarioTrophyWiiU.png
===Co-Op Events===
|mode=Classic
*'''[[Pokémon Multi Battle!]]''': Pikachu and Charizard must defeat a team of Lucario and Greninja, then a team of Pikachu and Charizard each appearing after one opponent is defeated. Lucario can appear if Pikachu is KO'd.
|desc-ntsc=A Fighting/Steel-type Pokémon that excels in combat through the reading and manipulation of Aura. As Lucario takes more damage, its attacks grow in strength. At maximum power, Lucario deals triple damage and its Aura Sphere is particularly devastating! Foes won't even know what hit them!
*'''[[The Ultimate Battle]]''': Two players select characters and must defeat the entire roster.
|desc-pal=This Fighting- and Steel-type Pokémon can sense the movements of its enemies using its Aura abilities, and is even said to be able to see enemies when they're invisible. As it takes damage, its attacks grow in strength. At maximum power, it deals triple damage, which can make its Aura Sphere attack a real force to be reckoned with!
|gamelist-ntsc={{Trophy games|console1=DS|game1=Pokémon Diamond & Pokémon Pearl|release1=04/2007|console2=3DS|game2=Pokémon X & Pokémon Y|release2=10/2013}}
|gamelist-pal={{Trophy games|console1=DS|game1=Pokémon Diamond/Pearl|release1=07/2007|console2=3DS|game2=Pokémon X/Y|release2=10/2013}}
}}
{{clrl}}
 
{{Trophy/Fighter
|name=Lucario (Alt.)
|image-3ds=LucarioAltTrophy3DS.png
|image-wiiu=LucarioAltTrophyWiiU.png
|mode=Alt
|desc-ntsc=Lucario's up special Extreme Speed will send this Pokémon soaring on the path you choose. Lucario flies farther the more damage it's taken. Lucario makes use of its Aura for the side special Force Palm. At extremely close range, Lucario will grab an enemy first, dealing additional damage.
|desc-pal=The Extreme Speed up special sends Lucario rushing in your chosen direction, and you can adjust the flight path mid-air. Also, the more damage Lucario takes, the further it will go. For the Force Palm side special, Lucario attacks with its Aura. Using it while close to an enemy adds a grab to the move and deals extra damage.
|gamelist-ntsc={{Trophy games|console1=DS|game1=Pokémon Diamond & Pokémon Pearl|release1=04/2007|console2=3DS|game2=Pokémon X & Pokémon Y|release2=10/2013}}
|gamelist-pal={{Trophy games|console1=DS|game1=Pokémon Diamond/Pearl|release1=07/2007|console2=3DS|game2=Pokémon X/Y|release2=10/2013}}
}}
{{clrl}}
 
{{Trophy/Fighter
|name=Mega Evolution (Lucario)
|image=MegaLucarioTrophyWiiU.png
|desc-ntsc=In Lucario's Final Smash, it Mega Evolves into Mega Lucario. The attacks it can use don't change, but its Aura abilities become more powerful than ever, letting it deal more damage and launch opponents farther. It can also resist being launched by other fighters, but the more attacks it takes, the sooner it will transform back.
|desc-pal=For Lucario's Final Smash, it Mega Evolves into Mega Lucario. The attacks it can use don't change, but its Aura abilities become more powerful than ever, letting it deal even more damage and launch opponents even further. It can also resist being launched by other fighters, but the more attacks it takes, the less time the Final Smash lasts.
|game=ssb4-wiiu
}}
{{clrl}}


==[[Alternate costume (SSB4)#Lucario|Alternate costumes]]==
==[[Alternate costume (SSB4)#Lucario|Alternate costumes]]==
Line 377: Line 510:
<gallery>
<gallery>
Lucario Direct.png|Lucario in the Nintendo Direct from April 8th, 2014.
Lucario Direct.png|Lucario in the Nintendo Direct from April 8th, 2014.
Lucario amiibo.png|Lucario's [[amiibo]]
Lucario amiibo.png|Lucario's [[amiibo]].
Lucario Smash.4 Reveal.jpg|The Pic of the Day shown during Lucario's reveal.
Lucario Smash.4 Reveal.jpg|Using its up taunt.
SSB4 - Lucario Screen-1.jpg|Using its down smash.
SSB4 - Lucario Screen-1.jpg|Using its down smash.
MegaLucario.jpg|Using [[Mega Lucario]], its new [[Final Smash]].
MegaLucario.jpg|Using [[Mega Lucario]], its new [[Final Smash]].
SSB4 - Lucario Screen-2.jpg|Charging [[Aura Sphere]].
SSB4 - Lucario Screen-2.jpg|Charging [[Aura Sphere]].
SSB4 - Lucario Screen-3.jpg|Using its down smash on both {{SSB4|Mario}} and {{SSB4|Link}}.
SSB4 - Lucario Screen-3.jpg|Using its down smash on {{SSB4|Mario}} and {{SSB4|Link}}.
SSB4 - Lucario Screen-4.jpg|Air dodging while Mario and {{SSB4|Mega Man}} attack the [[Yellow Devil]].
SSB4 - Lucario Screen-4.jpg|Air dodging while Mario and {{SSB4|Mega Man}} attack the [[Yellow Devil]].
SSB4 - Lucario Screen-5.jpg|Using its neutral attack's last hit against {{SSB4|Wii Fit Trainer}}'s forward tilt.
SSB4 - Lucario Screen-5.jpg|Using its neutral attack's last hit alongside {{SSB4|Wii Fit Trainer}}'s forward tilt.
SSB4 - Lucario Screen-6.jpg|Using [[Double Team]] against Link.
SSB4 - Lucario Screen-6.jpg|Using [[Double Team]] against Link.
SSB4 - Lucario Screen-7.jpg|[[Teeter]]ing while {{SSB4|King Dedede}} approaches from behind with [[Jet Hammer]].
SSB4 - Lucario Screen-7.jpg|[[Teeter]]ing while {{SSB4|King Dedede}} charges [[Jet Hammer]].
SSB4 - Lucario Screen-8.jpg|[[Sleep]]ing under [[Timber|a tree grown by]] {{SSB4|Villager}}.
SSB4 - Lucario Screen-8.jpg|Laying under [[Timber|a tree grown by]] {{SSB4|Villager}}.
SSB4 - Lucario Screen-9.jpg|Using [[Extreme Speed]] on [[Rainbow Road]].
SSB4 - Lucario Screen-9.jpg|Using [[Extreme Speed]] on [[Rainbow Road]].
Lucario SSB4 ExtremeSpeed.jpg|Using Extreme Speed.
Lucario SSB4 ExtremeSpeed.jpg|Using Extreme Speed alongside {{SSB4|Luigi}}'s [[Super Jump Punch]].
SSB4 - Lucario Screen-10.jpg|Using its up taunt in {{for3ds}}.
SSB4 - Lucario Screen-10.jpg|Using its up taunt in {{for3ds}}.
SSB4 - Lucario Screen-11.jpg|A picture displaying Aura Sphere's size difference in scale with Lucario's Aura.
SSB4 - Lucario Screen-11.jpg|A picture displaying Aura Sphere's size difference in scale with Lucario's Aura.
Smash.4 - Palkia Pokeball.jpg|Lucario next to Palkia.
Smash.4 - Palkia Pokeball.jpg|Alongside Palkia.
Smash.4 - Double Team.jpg|Using [[Double Team]] against {{SSB4|Marth}}.
Smash.4 - Double Team.jpg|Using [[Double Team]] against {{SSB4|Marth}}'s [[Shield Breaker]].
SSB4 - Diddy Kong Screen-7.jpg|Using its back aerial.
SSB4 - Diddy Kong Screen-7.jpg|Using its back aerial alongside {{SSB4|Samus}} and {{SSB4|Diddy Kong}}'s back aerials.
SSB4 - First Four Playable Pokemon.png|Taunting alongside {{SSB4|Charizard}}, {{SSB4|Greninja}}, and {{SSB4|Pikachu}}.
SSB4 - First Four Playable Pokemon.png|Taunting alongside {{SSB4|Charizard}}, {{SSB4|Greninja}} and {{SSB4|Pikachu}}.
</gallery>
</gallery>


==Trivia==
==Trivia==
[[File:Lucario Error SSB4 Facebook.jpg|thumb|The Lucario error on the ''Super Smash Bros.'' official Facebook page.]]
[[File:Lucario Error SSB4 Facebook.jpg|thumb|The Lucario error on the ''Super Smash Bros.'' official Facebook page.]]
*On the ''Super Smash Bros.'' official Facebook page, Lucario was first listed as originating from ''Pokémon Diamond'' and ''Pearl'' on the Game Boy Advance, even though those games were actually released on the Nintendo DS. This was later fixed.<ref>[https://www.facebook.com/SmashBrosEN/photos/a.266600980180256.1073741830.224173137756374/357747314398955/?type=1&theater]</ref>
*On the ''Super Smash Bros.'' official Facebook page, Lucario was first listed as originating from ''Pokémon Diamond'' and ''Pearl Versions'' on the Game Boy Advance, even though those games were actually released on the Nintendo DS. This was later fixed.<ref>[https://www.facebook.com/SmashBrosEN/photos/a.266600980180256.1073741830.224173137756374/357747314398955/?type=1&theater]</ref>
*Lucario and {{SSB4|Dr. Mario}} are the only characters to lack a [[meteor smash]] of any kind, including [[unconventional meteor smash]]es.
*Lucario and {{SSB4|Dr. Mario}} are the only characters to lack a [[meteor smash]] of any kind, including [[unconventional meteor smash]]es.
*Lucario and {{SSB4|Mewtwo}} are the only Pokémon whose [[on-screen appearance]]s do not involve emerging from a [[Poké Ball]].
*Lucario and {{SSB4|Mewtwo}} are the only Pokémon whose [[on-screen appearance]]s do not involve emerging from a [[Poké Ball]].
*Lucario is the only character whose up special move is still affected by the [[grab release glitch]].
*While [[Giga Bowser (Final Smash)|Bowser]], [[Giga Mac|Little Mac]], and [[Wario-Man|Wario]] use mirrored versions of their regular special moves as opposed to their custom versions after transforming via their [[Final Smash]], [[Mega Lucario|Lucario]] is still able to use his custom special moves, further enhanced by the boosted Aura.


==References==
==References==
{{reflist}}
{{reflist}}
{{SSB4Characters}}
{{SSB4Characters}}
{{Pokémon universe}}
{{Pokémon universe}}


[[Category:Lucario (SSB4)]]
[[Category:Lucario (SSB4)| ]]
[[Category:Pokémon (SSB4)]]
[[Category:Pokémon (SSB4)]]
[[Category:Trophies (SSB4-3DS)]]
[[Category:Trophies (SSB4-3DS)]]
[[Category:Trophies (SSB4-Wii U)]]
[[es:Lucario (SSB4)]]

Latest revision as of 20:44, November 22, 2024

This article is about Lucario's appearance in Super Smash Bros. 4. For the character in other contexts, see Lucario.
Lucario
in Super Smash Bros. 4
Lucario SSB4.png
PokemonSymbol.svg
Universe Pokémon
Other playable appearances in Brawl
in Ultimate

Availability Starter
Final Smash Mega Evolution
Tier B (17)
Lucario (SSB4)

Lucario (ルカリオ, Lucario) is a playable character in Super Smash Bros. 4. Its return to the series was announced on January 31st, 2014, six years to the day of the year that Super Smash Bros. Brawl was released in Japan. According to an extra post for its Miiverse reveal, this timing was done to commend the Brawl developers for succeeding in adding Lucario to Brawl.

Daisuke Namikawa reprises his role in the Japanese version from Brawl with new recorded voice clips of the game. Sean Schemmel, who voiced Sir Aaron's Lucario in Lucario and the Mystery of Mew, now voices Lucario in the English version, replacing Bill Rogers from Brawl, after initially confirming that he would be reprising his role. As in Brawl, it is also voiced by different voice actors for SSB4's Spanish, French, German and Italian versions.

Lucario is ranked 17th out of 54 on the tier list, placing it in the B tier. This is roughly similar to its mid-tier placement in Brawl, where it was ranked 11th out of 38, although SSB4's tier structuring renders it as a high-tier character, making this its best placement in the series. Lucario's signature Aura has been strengthened, which is further supplemented by the new rage mechanic. This makes most of its attacks among the strongest in the game when it is highly damaged, with its smash attacks, up and back throws, and its up and back aerials each being easily capable of KOing. The new Aura mechanics also grant new benefits to Lucario's special moves: with high Aura, Aura Sphere grows even larger than Lucario itself, Force Palm's blast possesses significantly more range, Extreme Speed covers much farther distance, and Double Team becomes one of the strongest counterattacks in the game. As a result, Lucario boasts very potent comeback potential, with a single opening being enough for it to KO careless opponents.

However, Lucario still maintains its below-average mobility, making it difficult for it to force an approach. Lucario's new Aura mechanics also cause its moves to deal drastically lower knockback and damage at low percentages, making it almost impossible to KO opponents until 150%. While this allows Lucario to combo reliably at low percentages, this makes it much harder for it to combo or create set-ups when it is highly damaged, due to the aforementioned strength of its attacks at high Aura and rage. As Lucario is also dependent on Aura to secure KOs, it has a riskier playstyle compared to many other characters. Some examples are its smash attacks, which have high lag, and Force Palm's grab, which can be escaped at low Aura. Finally, Extreme Speed now gains enough speed at max Aura that it can inadvertently cause a self-destruct if used recklessly, and the move has a full second of landing lag if it ends in the air, making Lucario heavily open for punishment.

Lucario has attained decent results in the competitive scene, though its representation is considered below-average. Despite having a number of upsets, such as at Frostbite 2017, where Japanese Lucario player Tsu- placed 2nd while defeating many top players like ZeRo, VoiD, Kameme and Salem, Lucario's true viability has been contested. While Serge and Day continue to develop its metagame, a number of players feel that Lucario's inherent playstyle makes it too risky to be a truly viable pick near the end of the metagame.

Attributes[edit]

Lucario is a middleweight with slightly below-average walking speed, average dashing speed, and above-average falling speed and air speed. It also has average gravity and air acceleration, and the highest traction. These attributes render Lucario's overall mobility as average. It is also able to crawl, wall jump, and one of the only five characters in the game that can wall cling.

Lucario possesses a unique mechanic called Aura. Aesthetically, Aura appears as blue, concentrated energy and affects Lucario's entire moveset. Mechanically, Aura is a damage multiplier with a baseline of 0.66× at 0%, and an apex of 1.7× when Lucario has received at least 190%. The multipliers also get multiplied whenever Lucario has a stock lead or not, effectively increasing or decreasing Lucario's Aura. When Lucario is 2 stocks or more ahead, Aura is affected by a 0.6333× multiplier, when at 1 stock ahead it is affected by 0.8×, when at 1 stock behind it is affected by 1.3333×, and when at 2 stocks or more behind it is affected by 2×. This means that, even though most of Lucario's moves have high knockback scaling, their power is extremely low with low Aura; this grants it respectable combo potential, yet makes even its strongest attacks unable to KO until very high percentages. Conversely, high Aura does the opposite: it results in Lucario's combo potential becoming virtually nonexistent, but grants its moves incredible power, with many of them easily surpassing every other character's at maximum Aura. In addition, the rage mechanic further boosts the knockback of Lucario's attacks, which complements their already high power.

Aside from that, another big strength of Lucario is the good versatility throughout its moveset. Its aerial game has good uses: neutral and forward aerials are good combo moves, either for starting or continuing them. Down aerial is Lucario's fastest one, and has the interesting property of canceling Lucario's momentum, which can lead to mindgames or gimps. Up and back aerials are Lucario's strongest ones, and since they have immense power when Lucario is at high levels of Aura, they serve as very effective KO moves. Meanwhile, its grounded game also provides decent options, with its neutral attack, forward and down tilts serving as good anti-pressure options, up tilt serving as a decent combo starter, dash attack being a great option to punish laggy moves and Lucario's smash attacks having immense strength overall. Next, its grab game boasts impressive benefits. Since Lucario's pummel is the fastest in the game, it can deal large amounts of damage at high percentages. Its up throw has decent knockback, and can combo effectively at most percentages. It is also the most damaging and one of the strongest when Lucario's Aura is high, making up for its increased power. Down throw can serve as a combo starer as well, but only on light opponents and at low Aura. Its forward throw is the fastest throw in the game, as well as the strongest of its kind with high Aura, along with Bowser's. Finally, its back throw is a very powerful semi-spike, making it excellent for edgeguarding, tech-chasing and, with sufficiently high Aura, KOing.

Lastly, Lucario has a very useful special moveset. Aura Sphere is a strong projectile very similar to Charge Shot, but since its size and power are affected by Aura, it is much more dangerous at high percents. Additionally, its high damage output when fully charged allows it to out-prioritize most moves in the game. The charging hitbox is also infamous for being a true combo into Lucario's up smash, which is particularly dangerous at high percentages. Force Palm shoots a blast of Aura forward, with its range and power increasing with aura. If used at point-blank range, the move is treated as a grab, bypassing shields, and has immense power with enough Aura. Extreme Speed is Lucario's recovery move, and is able to cover extremely long distances if Lucario has taken much damage, making it virtually impossible to gimp. It can also launch opponents that get hit head-on. Finally, Double Team is Lucario's counterattack. It is the strongest counter in the game with sufficiently high Aura while possessing impressive range, but it is also the slowest, since any opponent that is not in hitlag will most likely avoid it.

Nevertheless, Lucario is not without flaws. Despite its reasonable endurance, Lucario's average weight and low air movement makes it vulnerable to most combos. Extreme Speed, while being a potent recovery move, also has downsides- unless Lucario grabs the edge or lands before it concludes, its very high landing lag will render it completely vulnerable, forcing it to mix up its landing spot. With low Aura, the move is sluggish and does not grant much distance; with high Aura, it is possible to overshoot the stage and self-destruct Lucario is not careful. As an attack it is difficult to hit with, since Lucario can only damage the opponent head-on, without having very high power to compensate. Its combo game is also heavily reliant on throws, as most other combo moves have either very limited follow-up options or awkwardly positioned hitboxes.

Its most serious flaw, however, is the polarized strength throughout its moveset when utilized in tandem with the fluctuating Aura mechanic itself. Its fastest moves are the weakest, and its strongest moves are the slowest, making the latter very punishable if not spaced well. Lucario's Aura can sometimes work against it, as attacks with high knockback scaling are bound to finish Lucario off before it has a chance to make use of its rage and/or Aura at the same time. With low Aura, its powerful moves are too weak to KO, and with high Aura, its combo-oriented moves are too strong to be chained together reliably. This makes it imperative to keep in mind how Lucario's attacks and knockback will function depending on how much damage all active fighters have accumulated, as it cannot afford to make mistakes at high percentages. It also often restricts Lucario to using a bait and punish playstyle, as it cannot safely perform rushdowns without getting punished most of the time. This gives Lucario an unusual disadvantage against high-knockback and heavyweight characters; a well-placed and powerful move will often be all it takes to end Lucario at mid or even low percentages, preventing it from utilizing Aura effectively.

Lucario's custom moves offer unique benefits and changes in playstyle. Snaring Aura Sphere has a windbox that pulls opponents in and moves slower, essentially re-purposing the move from a spacing and camping tool to a stage control and edge-guarding tool. Piercing Aura Sphere moves much faster, hits at a lower angle and goes straight through opponents, making it even better at spacing and camping, though at the cost of its immense power. Long-Distance Force Palm has less power, but as its name implies, it has more range, allowing Lucario to strike distant opponents more easily. The grab is also stronger and a semi-spike, making it lethal in any situation. Ride the Wind gives the full distance at any percentage as well as greatly improved maneuverability, at the negligible cost of removing the hitbox from the move. Lastly, Glancing Counter is considerably weaker, but always allows Lucario to attack even if it is not hit.

In the end, Lucario is a very technical character whose weaknesses are outweighed by its strengths. While aura makes Lucario's moveset stronger and it boasts great utility at all kinds of percentages overall, it cannot use all of its moves as effectively at certain percentages as others, meaning Lucario cannot afford to get too predictable when approaching as it can take high damage if not approaching correctly, and it might not be able to KO the opponent or even approach it if they know what Lucario will do. This makes playing with Lucario very methodical, as a small error could cost Lucario for it, even if it manages to regain the advantage in any way. Even so, Lucario does have a small but dedicated playerbase, with players like Day, Gomamugitya, Motsunabe and Serge achieved strong results.

Changes from Super Smash Bros. Brawl[edit]

Lucario has received a mix of buffs and nerfs in the transition from Brawl to SSB4. The modifications to Aura both help and hinder Lucario, and make it much more of a "high-risk, high-reward" character. Lucario starts off with a lower Aura multiplier and it takes longer for Lucario to reach maximum Aura although Lucario is much stronger once it reaches maximum Aura and Aura charges up slightly faster. A number of its attacks have improved combo potentials with minimum to low Aura (although this is also due to the changes to hitstun canceling), but at the cost of their KO potential.

Like Aura, Lucario itself has been buffed and nerfed both directly and indirectly. The changes to hitstun canceling, make up and especially down throws combo starters with minimum to low Aura despite the former's higher knockback. By extension, up and down tilts have improved combo potential with minimum to low Aura. However, all of them barring up throw deal less damage. Lucario's recovery has noticeably improved as its air speed is significantly higher and Extreme Speed has received a hitbox, and its distance scales with Aura making it safer and travel more distance. However, it is still susceptible to punishment, either by overshooting it while at high to maximum Aura, or by failing to mitigate its noticeably higher ending lag via landing on solid ground. Lastly, Lucario's smash attacks have slightly longer ranges, but are noticeably laggier.

Lucario also received a number of useful buffs. Its KO potential has improved, both directly and indirectly: up and back aerials are more reliable KOing options, due to their higher damage and base knockback, while the changes to Aura combined with the rage mechanic supplements them and its other KOing options. Outside of this, Lucario's entire moveset is now affected by Aura; its mobility has been largely improved; and Double Team is stronger.

However, Lucario has received some significant nerfs. One of the most prevalent nerfs Lucario received across its moveset is that many of its attacks have shorter hitbox durations hindering Lucario's spacing ability. A noticeable example of this is forward aerial where its duration was decreased from 14 frames to a mere 2 frames. Forward aerial also has an altered angle and significantly increased base knockback hindering its combo and edgeguarding potential (although the removal of hitstun canceling has allowed it to maintain its combo potential). Lucario's down aerial is also weaker and has a weaker stalling effect hindering its spacing potential. Lucario's falling speed has significantly increased which hinders its aerial game and makes it much more susceptible to combos combined with the removal of hitstun canceling. Lucario's endurance is also noticeably worse especially horizontally. Lucario's weight is slightly lower and its gravity is higher making it easier to KO horizontally. The removal of momentum canceling and the introduction of rage further reduce Lucario's endurance making it harder for Lucario to build up Aura despite its changes. Lucario's damage output without maximum Aura is also lower hindering Lucario's damage racking abilities unless it has full aura. Lastly, Lucario's jab is significantly laggier removing the strong jab canceling potential it used to have.

Overall, Lucario is a less well rounded character being more of a high risk, high reward character. Lucario has greater KO potential especially with high aura in exchange for having an overall worse moveset and reduced survivability which makes it harder for Lucario to survive long and build up Aura. The changes to Smash 4's mechanics benefit Lucario overall albeit not to the extent of some other returning veterans as Lucario did receive a couple of hindrances to the new mechanics. Lucario's strength overall relative to the cast remains similar and it has achieved respectable results in spite of its relatively small playerbase.

Aesthetics[edit]

  • Change Lucario's design has changed. Its forepaws, pupils, spikes, and the concha of its ears are slightly smaller. Additionally, the hook-shaped tip of its tail is significantly more pronounced, and the fur around its neck is no longer ruffled upward. Lastly, the aesthetic used in SSB4 has resulted in Lucario having a sleeker design, and the blue portion of its fur being more vibrant. Altogether, these changes make Lucario appear virtually identical to its appearance in Pokédex 3D Pro.
  • Change Lucario is slightly more expressive.
  • Change Up taunt's visual effects have changed. Lucario now surrounds itself with a jagged, flame-shaped field of Aura, instead of emitting tiny wisps of Aura from its body.
  • Change Side taunt's visual effects have slightly changed. Lucario now emits a slightly larger blast of Aura.
  • Change Unlike the previous game, Lucario's tail lacks physics-based movement.

Attributes[edit]

  • Buff Aura has updated multipliers (0.7× → 0.66× (lowest), 1.4× → 1.7× (highest)) and percentage windows (0%-20% (minimum Aura)/21%-74% (low Aura) → 0%-69% (minimum to low Aura), 75%-169% → 70%-189% (average to high Aura), 170%+ → 190%+ (maximum Aura)). While Lucario is weaker with no Aura, Lucario builds up Aura faster and while it takes longer for Lucario to reach maximum Aura, Lucario is significantly stronger with maximum Aura. These changes improve Lucario's combo potential with minimum to low Aura, and improve its KO potential with average to maximum Aura. However, they hinder its KO potential with minimum to low Aura, and hinder its combo potential with high to maximum Aura.
  • Buff Lucario's entire moveset is now affected by Aura.
  • Nerf Lucario is lighter (100 → 99), hindering its endurance. While this would also make it less susceptible to combos, its much faster falling speed, higher gravity, and the changes to hitstun canceling collectively result in it being more susceptible to combos.
  • Buff Lucario walks faster (1.0 → 1.05).
  • Buff Lucario dashes faster (1.414 → 1.55).
  • Buff Lucario's air speed is faster (0.987 → 1.09).
  • Buff Air dodge has less startup (frame 4 → 2) and ending lag (FAF 40 → 32).
  • Nerf Air dodge has a shorter duration (frames 4-29 → 2-25).
  • Change Lucario falls drastically faster (1.2 → 1.68), with it receiving the largest increase out of everyone, matching its fast-falling speed from Brawl. Much like R.O.B., its falling speed is also much faster relative to the cast, going from the 5th worst to the 14th best. This significantly improves its vertical endurance, but makes it more susceptible to combos.
    • Buff Lucario's fast-falling speed is also substantially faster (1.68 → 2.688).
  • Change Lucario's gravity is higher (0.0625 → 0.084). This improves its aerial mobility, but hinders its horizontal endurance.
  • Nerf Rolls have a shorter duration (frames 4-19 → 4-14) and have more ending lag (FAF 28 → 30) going from among the best rolls in the game to merely just slightly above average rolls.
  • Nerf Spot dodge has a shorter duration (frame 2-20 → 2-15) and has more ending lag (FAF 26 → 27).
  • Buff The newly-added rage stacks with the effects of aura further improving Lucario's KO potential with high Aura.
  • Nerf However, the introduction of rage combined with the removal of momentum canceling as well as Lucario's lower weight and higher gravity significantly hinders Lucario's endurance making it harder for Lucario to build up and make good use of Aura.
  • Nerf The removal of meteor canceling hinders Lucario's endurance against meteor smashes due to its lower weight and higher falling speed, while it still has no meteor smashes of its own.
  • Nerf Lucario's item throw is weaker (1 → 0.96). The removal of glide tossing also hinders Lucario's approach with items.

Ground attacks[edit]

  • Neutral attack:
    • Buff The second hit of neutral attack has less startup lag (frame 9 → 5) making it come sooner despite Lucario being unable to transition into the second hit for an extra 3 frames.
    • Nerf Neutral attack's first and last hits deal less damage (3% → 2.5% (hit 1), 5% → 3% (hit 3)) and the knockback scaling on the final hit was not fully compensated (110 → 120). The first two hits also have significantly increased ending lag (FAF 21 → 34 (hit 1), FAF 23 → 38 (hit 2)) drastically hindering their jab canceling potential.
  • Forward tilt:
    • Nerf Forward tilt deals less damage (5% → 4% (hit 1), (6% (body)/8% (arm) → 6%) (hit 2)), has a shorter duration (frames 12-18 → 12-16) and has more ending lag (FAF 30 → 33).
  • Up tilt:
    • Change Up tilt no longer deals consistent damage (6% → 6% (foot)/5% (leg)), and deals less knockback (33/38/43 (base), 130 (scaling) → (45/45/50)/110). These changes significantly improve its combo potential with minimum to low Aura at low to medium percentages, and its juggling potential with average to high Aura at high percentages but hinders its KO potential.
    • Nerf Up tilt has more startup lag with a shorter duration (frames 5-15 → 6-13).
  • Down tilt:
    • Change Down tilt deals less damage (7% → 5%) and knockback (28 (base), 130 (scaling) → 37/110), improving its combo potential with minimum to low Aura at low percentages but hindering its damage racking and KO potential.
    • Nerf Down tilt has a shorter duration (frames 9-15 → 9-12).
  • Dash attack:
    • Nerf Lucario has a new dash attack, a flying kick. Compared to the previous dash attack, it deals less damage (10% (clean)/7% (late) → 8%/6%), has a shorter duration (frames 7-18 → 7-15) and more ending lag (FAF 35 → 42).
    • Buff Dash attack has more knockback scaling (50 → 75) and better range compared to the previous dash attack, making it stronger in spite of its lower damage output. The late hit also has increased knockback (45 (base), 30 (scaling) → 70/75). Unlike the previous dash attack, it is affected by Aura making it stronger when Lucario is at higher percents.
  • Change All smash attacks' animations have slightly changed. Lucario now stays in place and/or continuously trembles like the rest of the cast, instead of making a full movement.
  • Buff All smash attacks have slightly increased ranges.
  • Forward smash:
    • Buff Forward smash deals more knockback (25 (base), 93 (scaling) → 40/106).
    • Change Forward smash has a clean and late hit with both hits dealing consistent damage (14%/16% → 16% (clean)/14% (late).
    • Nerf Forward smash has a shorter duration (frames 22-29 → 22-25), and can no longer hit opponents behind Lucario.
    • Nerf Forward smash has increased ending lag (FAF 44 → 55).
  • Up smash:
    • Change Clean up smash no longer deals consistent damage (13% → 14%/12%).
    • Buff Up smash has received an additional hitbox that deals 4% and launches grounded opponents at 100°, decreasing its startup lag (frame 19 → 15) and slightly improving its horizontal range. The main hit also deals more knockback (32 (base), 95 (scaling) (clean), 28/100 (late) → 32/103).
    • Nerf Up smash has a much shorter duration (frames 19-42 → 15-23).
  • Down smash:
    • Buff Down smash deals more knockback (25 (base), 93 (scaling) → 30/99).
    • Nerf Down smash has increased ending lag (FAF 50 → 55).
    • Nerf Down smash has a shorter duration (frames 19-22 → 19-21).

Aerial attacks[edit]

  • Neutral aerial:
    • Change Neutral aerial deals less damage (11% (clean)/7% (late) → 8%/6%). This improves its combo potential with minimum to low Aura at low percentages, but hinders its spacing, edgeguarding and KO potential.
    • Nerf Neutral aerial has increased start-up lag with a shorter duration (frames 6-24 → 8-11, 22-29), and has decreased range.
    • Buff Neutral aerial has decreased ending lag (FAF 68 → 43).
  • Forward aerial:
    • Change Forward aerial deals 1% more damage (5% → 6%), and deals much higher knockback (28 (base), 100 (scaling) → 80/70). It also has an altered angle (50° → 64°). The removal of hitstun canceling allows forward aerial to maintain its combo potential despite its higher knockback. Altogether, these changes improve its combo potential at low percentages but hinder its combo potential at higher percentages.
    • Nerf Forward aerial has a much shorter duration (frames 7-20 → 7-8) significantly hindering its spacing potential.
  • Back aerial:
    • Buff Back aerial deals more damage (12% (clean)/9% (late) → 15%) no longer having a weaker late hit and has increased base knockback (12 (clean)/7(late) → 30), significantly improving its KO potential.
    • Nerf Back aerial has increased start-up lag with a shorter duration (frames 15-28 → 16-19). It also auto-cancels later (frame 33 → 40).
  • Up aerial:
    • Change Up aerial no longer deals consistent damage (10% → 11% (clean)/6% (late)).
    • Buff Up aerial has increased base knockback (15 → 30).
    • Nerf Up aerial has a shorter duration (frames 10-21 → 10-11 (clean), 12-15 (late)) and it auto-cancels later (frame 27 → 29). The introduction of a late hit makes it harder to utilize up aerial as a KO move.
  • Down aerial:
    • Nerf Down aerial deals less damage (8% (both) → 5% (hit 1)/6% (hit 2)) and has increased ending lag (FAF 29 → 31). Down aerial's stall effect is also weaker hindering its stalling potential. It can also no longer auto-cancel in a short or be performed twice in a short hop.

Throws/other attacks[edit]

  • Buff All grabs have increased ranges.
  • Buff Standing and dash grabs has decreased ending lag (FAF 30 → 29 (standing), FAF 40 → 36 (dash)).
  • Nerf Pivot grab have more ending lag (FAF 30 → 34).
  • Pummel:
    • Buff The changes to Aura significantly improve Pummel's damage racking potential.
  • Forward throw:
    • Nerf Forward throw deals 2% less damage (10% → 8%) and has decreased knockback scaling (65 → 55), hindering its spacing potential.
  • Back throw:
    • Nerf Back throw has decreased knockback (60 (base), 65 (scaling) → 50/60).
    • Change Back throw is now affected by Aura further hindering its spacing and KO potential with minimum to low Aura but improving its KO potential with high Aura.
  • Up throw:
    • Buff Up throw deals 5% more damage (6% → 11%), has increased base knockback (60 → 70), and its angle has been altered (90° → 88°) improving its KO potential. The changes to Aura and hitstun canceling, allow it to maintain its combo potential with minimum to low Aura at low to medium percentages despite these changes.
    • Nerf However, these changes hinder its overall combo potential especially with high Aura and the removal of chain grabbing hinders its damage racking potential.
  • Down throw:
    • Buff Down throw's angle has been altered (75° → 80°). When coupled with its lower knockback and the changes to hitstun canceling and DI, these changes improve its combo potential with low Aura.
    • Change Down throw is now affected by Aura improving its combo potential at most Aura levels and improving its KO potential with high Aura but hindering its combo potential with high Aura.
    • Nerf Down throw deals 3% less damage (10% → 7%), and its knockback scaling was not fully compensated (25 → 30). Lucario also releases the opponent sooner (frame 36 → 28) and the throw's ending lag was not fully compensated (FAF 52 → 51) hindering its followup potential.
  • Edge attack:
    • Change Edge attack now deals consistent damage compared to its old fast edge attack (8% (Aura)/6% (body) → 7%).

Special moves[edit]

  • Aura Sphere:
    • Buff Reverse Aura Sphere now slightly pushes Lucario backward, improving its mindgame potential.
    • Nerf Fully charged Aura Sphere deals less damage (18.75% → 17.25%).
    • Change Aura Sphere has updated visual effects. Its outline is thicker and makes it appear slightly jagged, instead of smooth.
  • Force Palm:
    • Buff Force Palm's size now scales with aura.
    • Buff Force Palm's near blast deals 1.88% more damage (10% → 11.88%).
    • Buff Force Palm's blast is larger especially with high Aura, and the throw has increased knockback (40 (base), 83 (scaling) → 66/86).
    • Nerf Force Palm's mid and far blast deal less damage (9% (mid)/8% (far) → 7.56% (both)).
    • Change Force Palm's animation has changed. Lucario now leans in further with its body facing more at a more sideways angle, places its following arm high and behind itself, and performs a stomp with its leading foot while firing the blast.
    • Change Force Palm's visual and sound effects have changed. Its blast is now shaped like a smooth flame instead of a jagged flame, and its sound effect's pitch scales with Aura.
  • Extreme Speed:
    • Buff Extreme Speed has received a hitbox at the end of its animation that deals 3% and launches at 38°, improving its safety. The distance it covers also now scales with Aura, drastically improving its recovery.
    • Nerf Extreme Speed has increased ending lag. However, this can be avoided by ending it on the ground, or by making Lucario hit the stage head first.
    • Change Extreme Speed has updated visual effects. Lucario now emits streams of Aura from its forepaws.
    • Bug fix Extreme Speed is reusable if it ends on the ground with tap jump disabled.
  • Double Team:
    • Buff Double Team has a longer duration (frames 5-35 → 5-39) increased power and range.
  • Mega Lucario:
    • Change Lucario has a new Final Smash, Mega Lucario. Lucario undergoes Mega Evolution to become Mega Lucario. Unlike Aura Storm, Mega Lucario is a transformation-based Final Smash that can move freely across the stage. Mega Lucario has an Aura multiplier of 1.8×, regardless of Lucario's damage prior to Mega Evolving, and has both super armor and flinch resistance throughout its duration. However, its duration will shorten upon receiving damage.

Update history[edit]

Lucario has received a mix of buffs and nerfs from game updates. While it has experienced few direct changes, its most notable nerf in 1.0.4 gave a significant increase to Extreme Speed's landing lag if Lucario lands while helpless, making it notoriously exploitable. However, update 1.1.3 improved Lucario's mobility by increasing its walking, air and falling speeds, the latter of which makes it slightly less susceptible to vertical KOs.

The changes to shield mechanics have affected Lucario indirectly: due to the shieldstun increase brought about by update 1.1.1, Lucario could attempt to break shields by using Aura Sphere on the edge with the opponent shielding so the opponent could fall for an unavoidable KO if they did not attempt to SDI out of the move. However, this technique was very situational and was not used at high-level play.

Furthermore, Aura Sphere became even more situational as of update 1.1.3, thanks to its decreased hitlag resulting in it being impossible to perform with a charging Aura Sphere charge at low Aura. Despite this, it is still possible to perform with a charging Aura Sphere at high Aura, as the higher damage output generates more shieldstun and hitlag. Even so, Lucario's most damaging moves, such as its smash attacks and Force Palm, benefited from these changes thanks to their ranges and, in the case of its forward and down smashes, their hitlag.

Super Smash Bros. for Nintendo 3DS 1.0.4

  • Nerf Forward smash's ending lag increased: frame 46 → 55.
  • Nerf Down smash's ending lag increased: frame 50 → 55.
  • Nerf Landing lag from helplessness increased: 36 → 60 frames.
  • Nerf Extreme Speed/Extreme Speed Attack hit 2 ending lag (frames): 0 → 8
  • Nerf Extreme Speed Attack hit 1 ending lag: 0 → 5


Super Smash Bros. for Nintendo 3DS 1.0.5

  • Bug fix Fixed a glitch where Extreme Speed could be used to cancel non-tumble hitstun (this was never present in the Super Smash Bros. for Wii U version).

Super Smash Bros. 4 1.0.6

Super Smash Bros. 4 1.0.8

  • Buff Neutral attack's first and second hits' knockback decreased. This allows them to connect together better.

Super Smash Bros. 4 1.1.1

  • Change Glancing Counter's angle altered: 58° → 65°.
  • Buff Glancing Counter's ending lag decreased.

Super Smash Bros. 4 1.1.3

  • Change Falling speed has been increased (1.56 → 1.68).
  • Buff Air speed (1.01 → 1.09), fast falling speed (2.496 → 2.688) and walking speed (1 → 1.05) have been increased.
  • Change Aura Sphere charge (including custom variants) angle (80° → 83°).
  • Nerf Aura Sphere (including custom variants) knockback scaling (100 → 93).
  • Buff Aura Sphere charge (including custom variants) hitlag modifier (1x → 0.78x), making it harder to DI..

Mega Lucario

  • Nerf Aura Sphere (including custom variants) knockback (10 (base), 100 (scaling) → 12/93).
  • Buff Aura Sphere (including custom variants) hitlag modifier (1x → 0.78x), making it harder to DI.


Moveset[edit]

  • Lucario's moveset is affected by Aura. The following moveset list details the properties of its attacks when its Aura is at its lowest (0%), average (70%), and highest levels (190%).
  • Lucario is able to crawl, wall cling, and wall jump.

For a gallery of Lucario's hitboxes, see here.

  Name Damage Description
Neutral attack Sweep (はらい) / Thrust (つき) / Kick Up (けりあげ) 2.5% The kham choui, a downward sweeping punch in Shaolin Kung Fu, followed by the choong choui, a jab-style punch in Shaolin Kung Fu, followed by a stretch kick.
2%
3%
Forward tilt Palm Strike (はどうさい) 4% (hit 1), 6% (hit 2) The kap theai choui, a low-angle cross-style punch in Shaolin Kung Fu. Hits twice even though Lucario only uses one paw.
Up tilt Turning Kick (せんかいしゅう) 6% (foot), 5% (leg) An outside crescent kick. Can reliably combo into itself when Lucario has low Aura, and is a reliable juggling option with average Aura.
Down tilt Leg Sweep (あしばらい) 5% A kneeling Hapkido-style shin kick. It can be followed up with a dash attack or a dash grab with low Aura.
Dash attack Jump Kick (とびげり, Dropkick) 8% (clean), 6% (late) A flying kick. A decent follow-up from a down tilt with low Aura, or a back throw with average Aura.
Forward smash Aura Strike (はどうげき) 16% (clean), 13% (late) A double palm thrust that emits small blasts of Aura. When Lucario is at full power and has high Aura, it is the strongest and the most damaging forward smash in the game, dealing 38% when fully charged and sweetspotted. It is a one-hit KO with max Aura and performed near the edge or center-stage.
Up smash Aura Palm (はどうしょう) 4% (hit 1), 14% (clean sweetspot hit 2), 12% (clean sourspot hit 2), 9% (late hit 2) A modified version of the long choui, an uppercut-styled punch in Shaolin Kung Fu. Hits twice even though Lucario only uses one paw. When it is fully charged, sweetspotted, both of its hits connect, and Lucario has max Aura, it is one of the strongest up smashes in the game and the most damaging smash attack in the game, dealing 42%.
Down smash Aura Split (はどうさい) 14% A modified version of the kap theai choui. Hits on both of its sides and is one of the strongest down smashes in the game when Lucario has max Aura.
Neutral aerial Spiral Fist (せんくうけん) 8% (hit 1), 6% (hit 2) Spins while emitting Aura from its paws. Very low landing lag, great for spacing. Depending on aura, it can lead into a grab, dash attack, tilts, and even a tech situation.
Forward aerial Airstrike (くうしゅうきゃく) 6% A stretch kick. Can be used as a follow-up twice after its down throw beginning at 0% and up to low percentages.
Back aerial Twist Thrust (ひねりつき) 15% The sou choui, a sweeping punch in Shaolin Kung Fu. It is the strongest back aerial in the game thanks to its high knockback and one of the strongest aerials in the game when Lucario has max Aura, KOing opponents under 50%. However, it has rather long start-up.
Up aerial Vertical Kick (ちょくじょうしゅう) 11% (clean), 6% (late) Leans back and performs a front kick upward. One of the strongest up aerials in the game, KOing opponents beginning at 70% when Lucario has max Aura.
Down aerial Rapid Kicks (ちょくじょうしゅう) 5% (hit 1), 6% (hit 2) Stomps twice. Unlike in Brawl, it no longer stalls Lucario's descent.
Grab Grab (つかみ) Clinches the opponent.
Pummel Grab Surge (つかみはどう) 1% A surge of Aura. The fastest pummel in the game and one of the best pummels in the game if Lucario has high or max Aura.
Forward throw Single Hit (たんだ) 8% Shoves the opponent away. The strongest forward throw in the game when Lucario is at max Aura, on par with Bowser's. It is also the fastest throw in the game.
Back throw Body Drop (たいおとし) 10% The tai otoshi, a Judo throw. The most damaging back throw in the game and a viable KOing option when Lucario has max Aura.
Up throw Thrust Up (おしあげ) 5% (hit 1), 6% (throw) The pao choui, an uppercut-styled punch in Shaolin Kung Fu. Launches the opponent upward and with low Aura, it can act as a set-up for its up tilt, neutral aerial and up aerial. Other opponents next to Lucario are dealt high knockback. The most damaging throw in the game when Lucario has max Aura, dealing 18% total.
Down throw Slam (たたきつけ) 7% Holds the opponent over its head and then slams them into the ground. Can lead into its neutral, up or forward aerials with low Aura and while opponents are at low to medium percentages, although lightweights can avoid these combos.
Forward roll
Back roll
Spot dodge
Air dodge
Techs
Floor attack (front)
Floor getups (front)
  7% Kicks around itself before getting up.
Floor attack (back)
Floor getups (back)
  7% Kicks around itself before getting up.
Floor attack (trip)
Floor getups (trip)
  5% Kicks behind itself and then in front of itself while getting up.
Edge attack
Edge getups
  7% Performs a double palm thrust that emits a small blast of Aura while climbing up.
Neutral special Default Aura Sphere 6.8% (no charge), 17.25% (fully charged), 0.7% (charging sphere) A chargeable, condensed sphere of Aura. Nearby opponents take minor damage if touching the sphere while charging. Pressing the special button again will make Lucario fire the sphere. Charging increases damage, speed, range, and size, while its size and damage further increase scale with Aura. A fully charged sphere pushes Lucario back slightly. A charging Aura Sphere can lead into up smash for a KO.
Custom 1 Snaring Aura Sphere 2.5% (no charge), 14.5% (fully charged), 0.5% (charging sphere) A slower variation, similar to Dense Charge Shot, but has a vacuum effect that pulls opponents toward the Aura Sphere itself. Has extra ending lag and deals slightly less damage, but can strike opponents up to three times. Two Snaring Aura Spheres can exist on-screen at the same time per Lucario. Charged spheres don’t push Lucario back.
Custom 2 Piercing Aura Sphere 3% (no charge), 6.75% (fully charged), 0.7% (charging sphere) A smaller, faster variation that pierces opponents, but deals significantly less damage.
Side special Default Force Palm 11.875% (near blast), 7.5% (mid/far blast), 13% (throw), 6% (escape) Fires a stream of Aura. Its blast's range scales with Aura. If the opponent is close to Lucario, the move acts like a grab, with Lucario grabbing the opponent and then striking them with a palm thrust at point-blank range.
Custom 1 Advancing Force Palm 10% (near blast), 7% (mid/far blast), 10% (throw), 6% (escape) Completely changes force palm, modifying it into a dash that moves Lucario forward accompanied by a command grab hitbox, followed by a short wait and a second, regular, attack, overall sporting slightly less damage and having more start-up lag.
Custom 2 Long-Distance Force Palm 7.4% (near blast), ≈4.23% (mid/far blast), 13% (throw), 6% (escape) Has more range, but deals less damage and has slightly more startup lag.
Up special Default Extreme Speed 6% Briefly stalls before propelling itself in a predetermined direction by blasting steams of Aura from its forepaws. Has a hitbox at the end of its animation. Like Force Palm's blast, Extreme Speed's range scales with Aura. Covers a lot of distance very quickly, but suffers high landing lag.
Custom 1 Ride the Wind Slower and deals no damage, but travels even farther and grants more control over Lucario's trajectory, though this can cause Lucario to veer off course and SD.
Custom 2 Extreme Speed Attack 4% (hit 1), 7% (hit 2) Has less range, but damages opponents at any point it makes contact with them.
Down special Default Double Team 11% Performs a kata. If Lucario is attacked, it will disappear while emitting afterimages and then counterattack with a flying kick from behind the attacker. Tied for having the biggest counter window with Vision, and strikes swiftly, although the attack can miss its target outright and even send Lucario flying off stage, particularly if used while airborne.
Custom 1 Glancing Counter 10% Dodges attacks and also allows Lucario to produce a hitbox, albeit a weaker one, even if it is not attacked.
Custom 2 Stunning Double Team 1% (hits 1-2), 1% The counterattack stuns the opponent, similarly to Disable. Like Disable, the stun's duration is longer the more damaged the opponent is, but it also deals minuscule damage due to not being a true counterattack.
Final Smash Mega Evolution Mega Evolves into Mega Lucario. Mega Lucario has an Aura multiplier of 1.8×, regardless of Lucario's damage prior to Mega Evolving, and has both super armor and flinch resistance throughout its duration. However, its duration will shorten upon receiving damage. Lucario can still use his custom special moves after transforming.

Stats[edit]

Stats Weight Dash speed Walk speed Traction Air friction Air speed Air acceleration Gravity Falling speed Jumpsquat Jump height Double jump height
Value 99 1.8 – Initial dash
1.55 – Run
1.05 0.0736 0.005 1.09 0.0 – Base
0.07 – Additional
0.084 1.68 – Base
2.688Fast-fall
5 37.619999 - Base
18.193617 - Short hop
37.619999

Announcer call[edit]

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On-screen appearance[edit]

  • Hovers slightly above the stage, and then spreads its arms and legs slightly while briefly emitting a surging, jagged, flame-shaped field of Aura around itself before descending.
LucarioOnScreenAppearanceSSB4.gif

Taunts[edit]

  • Up taunt: Folds its arms and then extends them while growling and emitting a surging, jagged, flame-shaped field of Aura around itself.
  • Side taunt: Extends its right forepaw forward and growls before emitting a small blast of Aura from its forepaw.
  • Down taunt: Stands on one foot and holds one hand in mid-air, assuming a Fujian White Crane-like stance.
Up taunt Side taunt Down taunt
LucarioUpTauntSSB4.gif LucarioSideTauntSSB4.gif LucarioDownTauntSSB4.gif

Idle poses[edit]

  • Stretches both arms out, one on each side, slowly lowers its body, and assumes its normal stance again.
  • Moves its arms in a circular motion before assuming to its normal stance again.
LucarioIdlePose2SSB4.jpg LucarioIdlePose1SSB4.jpg

Crowd cheer[edit]

English Japanese
Cheer
Description Lu-cario! Ru-ka-rio!
Pitch Group chant Group chant

Victory poses[edit]

An orchestral excerpt of the title theme from Pokémon Red, Blue and Green Versions, which has since become the main theme of the Pokémon series.
  • Moves its paws in front of itself and then clasps them together while saying "The Aura is with me!" (波導は我にあり!, The aura is with me!).
  • Extends both arms forward and next to each other while emitting small blasts of Aura from its paws, then assumes a Fujian White Crane-like stance while saying "Behold the power of Aura." (満ちるぞ、この波導!, I am filled with aura!).
  • Performs a kata where it leans forward while extending its left arm forward, keeping its right arm to its side, and performing a kiai while a flame-like field of Aura briefly surges from its body.
LucarioPose1WiiU.gif LucarioPose2WiiU.gif LucarioPose3WiiU.gif

In competitive play[edit]

Official Custom Moveset Project[edit]

Character Custom sets available
Lucario (SSB4) Lucario 2111 3111 1112 2112 3112
1211 2211 1121 3121 1311

Most historically significant players[edit]

See also: Category:Lucario players (SSB4)

Tier placement and history[edit]

Lucario was considered to be a viable character since the game's release. The Aura buffs, which vastly increased Lucario's KO power to the point where a Lucario with max Aura could consistently KO opponents under 75%, and improved its recovery to become one of the best, as well as a powerful combo game, led many professionals to view Lucario as a high-tier character. Despite its relatively low tournament representation, it achieved acceptable results in the game's early lifespan thanks to notable players such as Day, Motsunabe and Serge, and would eventually be ranked 23rd on the first 4BR tier list. More recently, Lucario has achieved better tournament representation in competitive play. At Smash Factor 5, Serge, along with fellow smashers Daimy and Richi, placed among the top 12 using Lucario. Day also managed to place 17th at Super Smash Con 2016, a much bigger tournament which had many top level players attending and notably saw him defeat ZeRo, which sent him into the losers bracket of said tournament, a feat achieved by only a select few. Gomamugitya also managed to place 1st with his partner in the doubles tournament of Super Smash Con 2016 while using Lucario. This caused it to slightly rise to 22nd place on the second tier list.

As time went on, Lucario's tier position grew to be among the most contentious of all characters, as players within the community (which grew steadily bigger around late 2015) began seeing it as having one of the worst neutral games due to its laggy attacks and subpar movement speed, and viewed its recovery as blown out of proportion as its flaws were surprisingly easy to exploit, especially with its extreme landing from a helpless state lag post-update 1.0.4. A number of professionals then considered Lucario to be a poor character who suffered from overspecializing with the aura gimmick, thus leaving it as little threat to a cautious player. As time went on, Lucario's tournament results grew barren, with fewer players maining it, thus causing more and more to look down on it.

In spite of these setbacks, Lucario's results have since noticeably improved as time went on due to some new developments towards its metagame, and it has seen generally improved results, especially in Japan, leading it to be perceived more positively again in spite of high competition. This allowed it to rise to 19th on the third and tier list. While some advocated Lucario's placement was too high due to its inconsistent results and high-risk playstyle, Tsu- broke through perceptions by placing 2nd at Frostbite 2017, while defeating ZeRo at the same tournament. Although ZeRo himself managed to win the tournament, this very high result, tied with more consistent ones, have led Lucario to rise to 17th on the fourth and current tier list. As such, the majority of players feel that Lucario's current placing was accurate for the time being, although a few professionals occasionally voice about its high-risk playstyle being a liability against competitive play, most notably against characters such as Cloud.

In Solo Modes[edit]

All-Star Mode[edit]

In All-Star Mode, Lucario is fought in Stage 6 in the 3DS version or Stage 2 in the Wii U version alongside Roy, Zero Suit Samus, Ike, Lucas, Olimar, Toon Link, Villager, and Bowser Jr.

In Event Matches[edit]

Solo Events[edit]

Co-Op Events[edit]

  • Pokémon Multi Battle!: Pikachu and Charizard must defeat a team of Lucario and Greninja, then a team of Pikachu and Charizard each appearing after one opponent is defeated. Lucario can appear if Pikachu is KO'd.
  • The Ultimate Battle: Two players select characters and must defeat the entire roster.

Congratulations screens[edit]

3DS[edit]

Wii U[edit]

Trophies[edit]

Lucario's default trophy is obtained by clearing Classic Mode as Lucario. Its alternate trophy is obtained by clearing All-Star Mode as Lucario in the 3DS version or purchasing it in the Trophy Shop for 1000G in the Wii U version. The Mega Evolution (Lucario) trophy is obtained only in the Wii U version by clearing All-Star Mode as Lucario.

3DS Classic Mode trophy
Wii U Classic Mode trophy
Lucario
NTSC A Fighting/Steel-type Pokémon that excels in combat through the reading and manipulation of Aura. As Lucario takes more damage, its attacks grow in strength. At maximum power, Lucario deals triple damage and its Aura Sphere is particularly devastating! Foes won't even know what hit them!
Nintendo DS: Pokémon Diamond & Pokémon Pearl (04/2007)
3DS: Pokémon X & Pokémon Y (10/2013)
PAL This Fighting- and Steel-type Pokémon can sense the movements of its enemies using its Aura abilities, and is even said to be able to see enemies when they're invisible. As it takes damage, its attacks grow in strength. At maximum power, it deals triple damage, which can make its Aura Sphere attack a real force to be reckoned with!
Nintendo DS: Pokémon Diamond/Pearl (07/2007)
3DS: Pokémon X/Y (10/2013)
3DS All-Star Mode trophy
Wii U alternate trophy
Lucario (Alt.)
NTSC Lucario's up special Extreme Speed will send this Pokémon soaring on the path you choose. Lucario flies farther the more damage it's taken. Lucario makes use of its Aura for the side special Force Palm. At extremely close range, Lucario will grab an enemy first, dealing additional damage.
Nintendo DS: Pokémon Diamond & Pokémon Pearl (04/2007)
3DS: Pokémon X & Pokémon Y (10/2013)
PAL The Extreme Speed up special sends Lucario rushing in your chosen direction, and you can adjust the flight path mid-air. Also, the more damage Lucario takes, the further it will go. For the Force Palm side special, Lucario attacks with its Aura. Using it while close to an enemy adds a grab to the move and deals extra damage.
Nintendo DS: Pokémon Diamond/Pearl (07/2007)
3DS: Pokémon X/Y (10/2013)
Mega Evolution (Lucario) trophy
Mega Evolution (Lucario)
NTSC In Lucario's Final Smash, it Mega Evolves into Mega Lucario. The attacks it can use don't change, but its Aura abilities become more powerful than ever, letting it deal more damage and launch opponents farther. It can also resist being launched by other fighters, but the more attacks it takes, the sooner it will transform back.
PAL For Lucario's Final Smash, it Mega Evolves into Mega Lucario. The attacks it can use don't change, but its Aura abilities become more powerful than ever, letting it deal even more damage and launch opponents even further. It can also resist being launched by other fighters, but the more attacks it takes, the less time the Final Smash lasts.

Alternate costumes[edit]

Lucario Palette (SSB4).png
Lucario (SSB4) Lucario (SSB4) Lucario (SSB4) Lucario (SSB4) Lucario (SSB4) Lucario (SSB4) Lucario (SSB4) Lucario (SSB4)

Gallery[edit]

Trivia[edit]

The Lucario error on the Super Smash Bros. official Facebook page.
  • On the Super Smash Bros. official Facebook page, Lucario was first listed as originating from Pokémon Diamond and Pearl Versions on the Game Boy Advance, even though those games were actually released on the Nintendo DS. This was later fixed.[1]
  • Lucario and Dr. Mario are the only characters to lack a meteor smash of any kind, including unconventional meteor smashes.
  • Lucario and Mewtwo are the only Pokémon whose on-screen appearances do not involve emerging from a Poké Ball.
  • Lucario is the only character whose up special move is still affected by the grab release glitch.
  • While Bowser, Little Mac, and Wario use mirrored versions of their regular special moves as opposed to their custom versions after transforming via their Final Smash, Lucario is still able to use his custom special moves, further enhanced by the boosted Aura.

References[edit]

  1. ^ [1]