Lucas (SSB4): Difference between revisions

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===Aerial attacks===
===Aerial attacks===
*{{nerf|All aerials except back aerial auto-cancel later (frame 28 → 37 (neutral), frame 32 → 38 (forward), frame 25 → 38 (up), frame 35 → 47 (down)). Lucas can no longer auto-cancel any of his aerials out of a short hop greatly hinder his neutral and up aerial's safety as well as his forward aerial's spacing and approach potential.}}
*[[Neutral aerial]]:
*[[Neutral aerial]]:
**{{nerf|Due to consisting of five hits instead of eight, neutral aerial deals 5% less damage (17% 12%). Additionally, it has increased start-up (frame 5 → 7) and ending lag (FAF 40 45). Lastly, its [[Smash directional influence|SDI]] multiplier has increased ().}}
**{{buff|Neutral aerial has less landing lag (18 frames 13).}}
**{{change|The final hit has decreased base knockback (70 → 40) and launches opponents at a higher angle (361° → 60°) This grants its combo potential but hinders its KO potential despite dealing more damage (3% 4%).}}
**{{buff|Neutral aerial now always launches opponents in the direction Lucas is facing, making it more consistent. This noticeably benefits the move, as it is a multi hitting aerial.}}
**{{buff|Due to their angles being altered (105° 367°), neutral aerial's loop hits connect together better combined with the weakening of SDI. Additionally, It has decreased landing lag (18 frames 13).}}
**{{buff|The loop hits now use an [[autolink angle]] (105° → 367°), allowing them to connect more reliably.}}
**{{buff|The loop hits now consist of one hitbox with a rehit rate, rather than multiple separate hitboxes. This makes the loop hits consistently active (frame 5/8/11/14/17/20/23 → 7-23).}}
**{{buff|The final hit deals more damage (3% 4%).}}
**{{change|Neutral aerial now uses static hitboxes, and their position was not fully compensated (y offset: 0 5). This gives neutral aerial more range below and in front of Lucas, but less range above and behind him.}}
**{{change|The final hit has decreased base knockback (70 → 40) and launches opponents at a higher angle (361° → 60°) This grants its combo potential but hinders its KO potential.}}
**{{nerf|Neutral aerial has more startup (frame 5 → 7) and ending lag (frame 40 → 45).}}
**{{nerf|Neutral aerial has a new more exaggerated animation. This new animation is much longer (44 frames 71), increasing the amount of time Lucas cannot grab ledges after performing the move.}}
**{{nerf|Neutral aerial [[auto-cancel]]s later (frame 28 37), no longer doing so in a short hop, led alone almost straight after the hitboxes are no longer active. This noticeably hinders neutral aerial's approach potential and safety.}}
**{{nerf|Neutral aerial no longer has an initial auto-cancel window (frames 1-4 → 0).}}
**{{nerf|Neutral aerial now only has four loop hits instead of seven, considerably reducing its maximum damage (17% → 12%).}}
**{{nerf|The loop hits are smaller (6u → 5.3u).}}
**{{nerf|The loop hits have an increased hitlag (0.5x → 1x) and [[Smash directional influence|SDI]] multiplier (1× → 2×).}}
***{{buff|However despite this, neutral aerial is still more difficult to escape due to the loop hits now having an autolink angle.}}
**{{nerf|The final hit deals much more hitlag (0.5x 1.5x). This makes neutral aerial much easier to DI and while this would make it noticeably benefit from the introduction of [[frame canceling]], neutral aerial cannot be frame cancelled, making the higher hitlag detrimental overall.}}
*[[Forward aerial]]:
*[[Forward aerial]]:
**{{nerf|Forward aerial's clean hit  deals less damage (12% (sweetspot)/10% (sourspot)/8% (late) → 11.5% (sweetspot)/9% (sourspot)) and the move has a shorter duration (frames 9-15 → 9-12). It also has a smaller hitbox (5.5u 5u).}}
**{{buff|Forward aerial has less landing lag (15 frames → 12).}}
**{{buff|Forward aerial has decreased landing lag (15 frames 12) and the sweetspot deals more knockback (10 (base), 100 (scaling) 30/97).}}
**{{buff|Forward aerial has a slightly altered animation with altered hitbox placements, giving it more range.}}
**{{buff|The sweetspot has a longer duration (frames 9-10 → 9-12).}}
**{{buff|The sweetspot deals more knockback (10 (base), 100 (scaling) → 30/97).}}
**{{change|Forward aerial has increased hitlag (0.5x (sweetspot)/0.5x/1x (sourspot) → 1.2x/0.8x). This makes it benefit from the introduction of frame canceling, but this also makes it easier to DI.}}
**{{change|Forward aerial now always launches opponents in the direction Lucas is facing.}}
**{{nerf|Forward aerial no longer has a late hit, shortening its duration (frames 9-10 (clean)/11-15 (late) 9-10 (sourspot)/9-12 (sweetspot).}}
**{{nerf|Forward aerial auto-cancels later (frame 32 → 38), no longer doing so in a short hop.}}
**{{nerf|Forward aerial has a shorter initial auto-cancel window (frames 1-4 → 1).}}
**{{nerf|Forward aerial deals less damage (12%/10% 11.5%/9%). The sourspot's knockback was not compensated, hindering its KO potential.}}
**{{nerf|Forward aerial has smaller hitboxes (5.5u/4.5u/3.5u 5u/3.3u), with the move covering less of Lucas' body.}}
**{{nerf|The sweetspot launches opponents at a higher angle (361° → 46°), making it more susceptible to DI and hindering its overall KO potential, despite its increased knockback.}}
**{{nerf|The sourspot now takes priority over the sweetspot (ID# 1/2 0), making the move harder to sweetspot with.}}
*[[Back aerial]]:
*[[Back aerial]]:
**{{buff|Back aerial's non-meteor sweetspot deals 2% more damage (10% → 12%) improving its KO potential.}}
**{{buff|Back aerial's grounded sweetspot deals more damage (10% → 12%) improving its KO potential.}}
**{{buff|The removal of [[Meteor smash#Meteor canceling|meteor canceling]] significantly improves back and down aerials' reliability.}}
**{{buff|The sweetspot is larger (4u → 4.5u).}}
**{{buff|The removal of [[Meteor smash#Meteor canceling|meteor canceling]] significantly improves back aerials' reliability.}}
**{{change|Back aerial now always launches opponents in the opposite direction Lucas is facing.}}
*[[Up aerial]]:
*[[Up aerial]]:
**{{nerf|Up aerial has more start-up lag with a shorter duration (frames 5-9 → 7-9) and a smaller hitbox (7u 5.2u). Its hitbox is also static now, no longer attached to Lucas' head during its animation and introducing blindspots above and in front of Lucas.}}
**{{buff|Up aerial launches opponents at a higher angle (62° → 80°), improving its juggling and KO potential and making it much less susceptible to DI.}}
**{{buff|Up aerial launches opponents at a higher angle (62° 80°). This improves its juggling and KO potential since its damage and knockback are unchanged.}}
**{{change|Up aerial has increased hitlag (1× → 1.1×).}}
**{{change|Up aerial has increased [[Freeze frame|hitlag]] (1.). This makes it safer on shield, but easier to DI.}}
**{{change|Up aerial now uses a static hitbox, rather than being attached to Lucas' head. The hitbox is positioned higher to compensate (y offset: 4 → 14).}}
***{{buff|This gives up aerial more vertical range overall, and gives it more consistent vertical range.}}
***{{nerf|However, this also greatly hinders its horizontal and downwards range, making it much harder to connect against grounded opponents.}}
**{{nerf|Up aerial has more startup lag with a shorter duration (frames 5-9 → 7-9).}}
**{{nerf|Up aerial auto-cancels much later (frame 25 38), no longer doing so in a short hop.}}
**{{nerf|Up aerial has a longer animation (45 frames 54).}}
**{{nerf|Up aerial has a smaller hitbox (7u 5.2u).}}
*[[Down aerial]]:
*[[Down aerial]]:
**{{nerf|Down aerial's first three hits deal 1.5% less damage (5% → 3.5%), which decreases its overall damage output by 4.5% (20% → 15.5%). It also has increased start-up lag (frame 4 → 10) and its worse auto-cancel window significantly hinders its followup potential.}}
**{{buff|Down aerial has less landing lag (28 frames → 24).}}
**{{buff|Down aerial has decreased landing lag (28 frames 24).}}
**{{buff|The lower loop hit has decreased base knockback (50 → 43), allowing it to connect more reliably into the rest of the attack.}}
**{{buff|The changes to locks significantly improve down aerial's utility, as the final hit's lower hitbox can now lock opponents, greatly improving its followup potential in certain situations.}}
**{{nerf|Down aerial has much more startup lag (frame 4/11/19/27 → 10/18/26/34), with a longer total duration (FAF 55 → 57).}}
***{{buff|However, its total duration was not fully compensated, giving it less ending lag.}}
**{{nerf|Down aerial has a longer animation (54 frames → 60).}}
**{{nerf|Down aerial auto-cancels later (frame 35 → 47), even considering its increased startup lag. This hinders down aerial's safety and followup potential.}}
**{{nerf|Down aerial no longer has an initial auto-cancel window (frames 1-3 → 0).}}
**{{nerf|The loop hits less damage (5% → 3.5%), noticeably reducing its maximum damage potential (20% → 15.5%).}}
***{{buff|However, the lower damage subsequently reduces the lower hitboxes knockback, making it connect more reliably into the rest of the attack.}}
**{{nerf|Down aerial has smaller hitboxes (7u/5u → 5u/3.5u (hits 1-3), 8u/6.5u 6.9u/5u).}}
*[[Grab aerial]]:
*[[Grab aerial]]:
**{{buff|Grab aerial has received a hitbox that deals damage (4% (clean)/2.8% (late)), granting it spacing and combo potential. It also has increased range as a [[tether recovery]].}}
**{{buff|Grab aerial has received a hitbox that deals damage (4% (clean)/2.8% (late)), launches opponents horizontally (45°) and deals knockback (60 (base), 30 (scaling)), granting it spacing and combo potential.}}
**{{nerf|Grab aerial no longer auto-cancels on landing instead having 8 frames of landing lag making it more punishable.}}
**{{buff|Grab aerial has increased range as a [[tether recovery]].}}
**{{nerf|Grab aerial no longer auto-cancels on landing, instead having 8 frames of landing lag, making it more punishable.}}


===Throws/other attacks===
===Throws/other attacks===
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