Lucas (PM): Difference between revisions
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*{{buff|[[Up tilt]] is now a flash kick in an arc-like fashion, which has more range and utility than his previous up tilt, and it can easily lead-up into combos or a [[down aerial]].}} | *{{buff|[[Up tilt]] is now a flash kick in an arc-like fashion, which has more range and utility than his previous up tilt, and it can easily lead-up into combos or a [[down aerial]].}} | ||
*{{buff|[[Neutral aerial]] links more fluidly and has less hits, while still dealing consistent damage.}} | *{{buff|[[Neutral aerial]] links more fluidly and has less hits, while still dealing consistent damage.}} | ||
*{{buff|Foward air does | *{{buff|Foward air does slightly more damage now doing and is a stronger combo move.}} | ||
*{{buff|[[Back aerial]] does much more damage and is a much stronger KO move, and is slightly easier to sweetspot and [[spike]]s, making it a more reliable offstage finisher and edgeguarding option.}} | *{{buff|[[Back aerial]] does much more damage and is a much stronger KO move, and is slightly easier to sweetspot and [[spike]]s, making it a more reliable offstage finisher and edgeguarding option.}} | ||
*{{buff|[[Up aerial]] was given more juggling potential.}} | *{{buff|[[Up aerial]] was given more juggling potential.}} | ||
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*{{buff|Foward tilt has less knockback growth making it a better combo move.}} | *{{buff|Foward tilt has less knockback growth making it a better combo move.}} | ||
*{{buff|Foward throw has less knockback making it a better throw to follow-up with.}} | *{{buff|Foward throw has less knockback making it a better throw to follow-up with.}} | ||
*{{buff|Foward smash does | *{{buff|Foward smash does slightly more damage.}} | ||
*{{buff|Down tilt does | *{{buff|Down tilt does slightly more damage and sends at a higher angle for potential follow-ups.}} | ||
*{{buff|[[Down smash]] has much less starting and ending lag; its second hit is now optional, performed by pressing the attack button again. This allows Lucas to peform a quick smash attack in with a single hit, or [[punish]] [[crouch cancel]]ers and [[pressure]] shields with a double hit, while before Lucas was forced to stay in place for a long time due to the attack's long duration.}} | *{{buff|[[Down smash]] has much less starting and ending lag; its second hit is now optional, performed by pressing the attack button again. This allows Lucas to peform a quick smash attack in with a single hit, or [[punish]] [[crouch cancel]]ers and [[pressure]] shields with a double hit, while before Lucas was forced to stay in place for a long time due to the attack's long duration.}} | ||
*{{buff|[[PK Freeze]] is replaced with a new special move called "Offense Up"; a charging move with storable charge similar to [[Giant Punch]] or [[Needle Storm]], which increases the power of Lucas smash attacks' in addition to giving him a surrounding spark attack and keeping the charge when one of these attacks connects. This new addition over the generally competitively non-viable PK Freeze is considered a buff as it can allow stronger Lucas players to gain many quick and efficient KOs.}} | *{{buff|[[PK Freeze]] is replaced with a new special move called "Offense Up"; a charging move with storable charge similar to [[Giant Punch]] or [[Needle Storm]], which increases the power of Lucas smash attacks' in addition to giving him a surrounding spark attack and keeping the charge when one of these attacks connects. This new addition over the generally competitively non-viable PK Freeze is considered a buff as it can allow stronger Lucas players to gain many quick and efficient KOs.}} | ||
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*{{buff|Standing [[grab]] animation is slightly faster, and has less endlag.}} | *{{buff|Standing [[grab]] animation is slightly faster, and has less endlag.}} | ||
*{{buff|All [[throw]]s are increased in speed. [[Down throw]] also has decreased knockback scaling and sends enemies at a more favorable angle for follow-ups, while in ''Brawl'' it sent them diagonally away from Lucas.}} | *{{buff|All [[throw]]s are increased in speed. [[Down throw]] also has decreased knockback scaling and sends enemies at a more favorable angle for follow-ups, while in ''Brawl'' it sent them diagonally away from Lucas.}} | ||
*{{nerf|New Up throw does | *{{nerf|Foward air is a weaker KO move.}} | ||
*{{nerf|New Up throw does less damage now doing.}} | |||
*{{nerf|Zair has more landing lag.}} | *{{nerf|Zair has more landing lag.}} | ||
*{{nerf|Jab combo does | *{{nerf|Jab combo does much less damage now doing 6% total.}} | ||
*{{nerf|Back throw is a slightly weaker KO option.}} | *{{nerf|Back throw is a slightly weaker KO option.}} | ||
*{{nerf|Down smash is a slightly weaker KO move.}} | *{{nerf|Down smash is a slightly weaker KO move.}} | ||
*{{nerf|Dash attack does | *{{nerf|Dash attack does less damage now doing.}} | ||
*{{nerf|Foward smash is a slightly weaker KO move.}} | *{{nerf|Foward smash is a slightly weaker KO move.}} | ||
*{{nerf|Down aerial does | *{{nerf|Down aerial does much less damage.}} | ||
*{{nerf|Neutral aerial does | *{{nerf|Neutral aerial does less damage.}} | ||
*{{nerf|New Up tilt does | *{{nerf|New Up tilt does slightly less damage.}} | ||
*{{nerf|Double jump travels slightly less distance, and can no longer [[Zap Jump]].}} | *{{nerf|Double jump travels slightly less distance, and can no longer [[Zap Jump]].}} | ||
*{{nerf|[[Down tilt]] can no longer be [[infinite]], due to less IASA frames, and it sending up.}} | *{{nerf|[[Down tilt]] can no longer be [[infinite]], due to less IASA frames, and it sending up.}} |
Revision as of 10:52, April 25, 2014
Lucas in Project M and Project+ | |
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Universe | EarthBound |
Base game appearance | Brawl |
Moveset inspiration | Lucas (SSBB) |
Alternate costume | Masked Man Lucas |
Lucas is a playable character in the Brawl mod Project M. He is a character from the Earthbound games, and has been given new options and moves in his recreation from Brawl to Project M.
Attributes
Changes from Brawl to PM
Lucas was heavily buffed from Brawl to Project M in his offensive game but slightly nerfed in his defensive game, as he now has much more options to combo, but less options to recover.
- Lucas can now double jump cancel with the same mechanics as Ness, making his combo game even more deadly.
- Lucas has gained a long wavedash thanks to Project M's new physics, greatly improving his approach and positioning.
- New Jab combo is only 2 hits, and is a better combo starting move.
- Lucas's additional lag from a grounded grab release has been removed.
- Dash attack is much faster and is now can be canceled, giving Lucas a very fast and long-ranged DACUS.
- Up tilt is now a flash kick in an arc-like fashion, which has more range and utility than his previous up tilt, and it can easily lead-up into combos or a down aerial.
- Neutral aerial links more fluidly and has less hits, while still dealing consistent damage.
- Foward air does slightly more damage now doing and is a stronger combo move.
- Back aerial does much more damage and is a much stronger KO move, and is slightly easier to sweetspot and spikes, making it a more reliable offstage finisher and edgeguarding option.
- Up aerial was given more juggling potential.
- Down aerial now only hits three times, but it no longer changes Lucas's momentum, is much faster, has a strong downwards trajectory on the third hit, and links into subsequent hits more fluidly. This makes it have more utility in combos, either as a starter or finisher.
- Zair now has a damaging hitbox, and is also generally better for recovering, as it can be used after an air dodge and ignores edge-hoggers thanks to Project M's new tether recovery mechanics.
- Up smash has a faster start-up.
- Foward tilt has less knockback growth making it a better combo move.
- Foward throw has less knockback making it a better throw to follow-up with.
- Foward smash does slightly more damage.
- Down tilt does slightly more damage and sends at a higher angle for potential follow-ups.
- Down smash has much less starting and ending lag; its second hit is now optional, performed by pressing the attack button again. This allows Lucas to peform a quick smash attack in with a single hit, or punish crouch cancelers and pressure shields with a double hit, while before Lucas was forced to stay in place for a long time due to the attack's long duration.
- PK Freeze is replaced with a new special move called "Offense Up"; a charging move with storable charge similar to Giant Punch or Needle Storm, which increases the power of Lucas smash attacks' in addition to giving him a surrounding spark attack and keeping the charge when one of these attacks connects. This new addition over the generally competitively non-viable PK Freeze is considered a buff as it can allow stronger Lucas players to gain many quick and efficient KOs.
- PK Fire (now using the graphic of PK Freeze) has slightly decreased damage, but contains more hitlag and less knockback, and cancels upon landing, giving Lucas better follow-ups.
- PSI Magnet is now can be jump-canceled, and it can now deal damage consecutively for the entire duration. Now It releases hitboxes over Lucas' head, improving its combo potential.
- Standing grab animation is slightly faster, and has less endlag.
- All throws are increased in speed. Down throw also has decreased knockback scaling and sends enemies at a more favorable angle for follow-ups, while in Brawl it sent them diagonally away from Lucas.
- Foward air is a weaker KO move.
- New Up throw does less damage now doing.
- Zair has more landing lag.
- Jab combo does much less damage now doing 6% total.
- Back throw is a slightly weaker KO option.
- Down smash is a slightly weaker KO move.
- Dash attack does less damage now doing.
- Foward smash is a slightly weaker KO move.
- Down aerial does much less damage.
- Neutral aerial does less damage.
- New Up tilt does slightly less damage.
- Double jump travels slightly less distance, and can no longer Zap Jump.
- Down tilt can no longer be infinite, due to less IASA frames, and it sending up.
- Up aerial now deals just 9% damage, no longer being a reliable KO move.
- Up smash has drastically less range and is slightly weaker.
- PK Thunder is now noticeably shorter, and PK Thunder 2's maximum damage was decreased. PK Thunder 2 no longer reliably links into itself, reducing its KO potential greatly.
- PSI Magnet is less effective at edgeguarding, and its absorbing hitbox's radius was reduced.
- Down throw's greatly decreased knockback scaling, and is no longer a KO move.
- Lucas now uses PSI instead of kicking for his jab, which links better for combos, but is in itself a poorer move as he only attacks twice; both attacks contain sourspots on his arms.
- Down tilt has more ending lag, but is a meteor smash and has stronger knockback, acting much like Zelda's d-tilt.
- Up throw now uses freezing graphics instead of PSI graphics.
- When using Lucas's up taunt, holding the input will actually make him trip, allowing situational mindgames.
Masked Man Lucas
Lucas has been given an alternate costume based on a segment in Mother 3 where Lucas is mistook for the Pigmasks' general, the Masked Man, and passes as him for a while.
Revisions
2.5b
- PK Thunder no longer dies when entering the side blast zones, and does not clip stages as easily.
- PK Thunder no longer dies when Lucas is hit, and instead becomes unfriendly towards any player and continuing in the same direction before he got hit.
- PKT2 ending is not as short and is able to grab the edge backwards.
- PK Freeze has less hitlag and is now SDIable.
- Tether no longer has a hitbox attached to it when it is grabbing the ledge.
- Cliff jump height slightly reduced.
- Air jump animations cleaned up.
- Boost smash window adjusted to be more appropriate for his jump speed.
- Forward smash angled up does slightly more damage while angled down does slightly less.
- Down smash is two parts just like Link's forward smash.
- Neutral air now uses weight dependent set knockback on linking hits and is slightly more SDIable.
- Forward air has normal hitlag.
- Back air now uses the new light element effect.
- Up air has normal hitlag, and now has a sweetspot that uses the new light element effect.
- Grab animations edited to not look as awkward.
- PSI Magnet has an actual start up animation, allowing reversals, but the hit and jump cancel timings remain the same as before.
2.6b
- Double jump animation tweaked to better evade chain grabs.
- Forward air electric sweetspot hitbox knockback improved to increase its kill potential. Damage is also slightly increased.
- Neutral B while holding Offense Up (OU) now has a quick burst hitbox that retains OU if the hit lands.
- PK Freeze on the ground has reduced endlag.
- PSI Magnet can be released during the absorb lag to go into the end animation afterwards, preventing rapid hitting projectiles like Fox's standing laser that can re-hit before the absorb lag ends from being able to trap him in it.
- PSI Magnet time to act after absorbing a projectile has been reduced.
- Forward smash non-Offense Up has reduced knockback growth.
- Forward smash non-Offense Up projectile reflection active frames reduced.
- Up smash non-Offense Up has reduced knockback growth.
- Fixed a bug with powershield reflect collision size.
- Jab has been changed to be two hits with minor changes in functionality.
- Up tilt hitboxes slightly tweaked so it makes more sense with the animation, also polished the move aesthetically.
- Down Tilt animation angled slightly lower to shield poke better, also removed the sparkle graphic.
- Forward smash Offense Up graphics shrunk.
- Up smash non-Offense Up graphics shrunk to better match the hitboxes.
- Up smash Offense Up electric graphics shrunk to better match hitboxes, also illuminates Lucas.
- Neutral air animation has a more centered axis of rotation about Lucas's body and uses stationary hitboxes for more consistent coverage. Multi-hit trajectories are now location dependent and generate the proper amount of hitstun for their knockback.
- Neutral air landing hitbox tweaked a bit to better reflect the animation, and now sends opponents behind Lucas backwards, instead of forwards.
- Back air has been completely revamped to reflect his Brawl animation.
- Down air has been completely revamped to reflect his Brawl animation.
- Dash grab tweaked slightly to have the grab better match the animation.
- Up throw hitboxes now cannot be clanked, fixing a bug that would have him freeze up similar to Diddy's up throw.
- Up throw animation has been improved aesthetically.
- Lucas's upper body cannot be hit during tether reel-in.
- Ledge roll 100+ works properly on edges with steep slopes like Yoshi's Island: Brawl.
- PK Thunder bolt (PKT1) altered slightly so that the tail flinch hits no longer overwrite the head hit.
- PK Thunder(PKT2) multi-hits now use fixed knock-back. The hitboxes refresh every few frames but are now always out and active instead of turning off to refresh.
- PSI Magnet time between refresh hits is slightly reduced.
- PSI Magnet refresh hits in the air now pulls an aerial opponent down and towards him.
- PSI Magnet multi-hit range more accurately matches release hitbox range.
- PSI Magnet aesthetically changed to illuminate Lucas while active.
- PSI Magnet release graphic no longer anchored to Lucas.
- Up Taunt makes Lucas behave as if he actually tripped if held.
3.0
- Down-b shield damage was significantly reduced.
- Down-b repeating hitbox refresh rate was reduced.
- Fixed a bug that prevented the >100% ledge roll animation from completing.
Moveset
Up to date as of version 3.0.
Name | Damage | Description | |
---|---|---|---|
Neutral attack | 2 hits of 3% (6% total) | Throws out one hand creating sparks of energy, then throws out the other hand, moving Lucas forward a bit. | |
Forward tilt | 11% (sweetspot), 9% (sourspot) | Lucas does a back hand and creates a shock of PSI. Can be aimed up or down slightly. | |
Up tilt | 10% (sweetspot), 8% (sourspot) | Lucas does a backflip charged with PSI. Can chain into itself at lower damage percentages. | |
Down tilt | 8% (tip), 7% (body) | Lucas crouches and spins with his leg out. | |
Dash attack | 10% (clean), 7% (late) | Lucas slides forward, shooting PSI energy out of his hands. | |
Forward smash | 16% (24% through Offense Up) | Lucas swings his stick. It reflects projectiles. The tip of the stick sends enemies at a more horizontal angle. | |
Up smash | 21% (32% through Offense Up) | Lucas releases a small burst of PSI that erupts above his head. It has slow start-up and leaves horrid lag afterwards rendering it very easily punished. It is however compensated by its large knockback and range, which is even stronger through Offense Up. When fully charged, it can KO at 62%, and when fully charged through Offense Up, it can KO as early as 45%. | |
Down smash | 17% per hit (26% through Offense Up) | Lucas points at the ground in front of him, shooting up to two bursts of PSI energy at his feet. It is unlikely that two of the hits will connect on the same enemy. The second hit is released by pressing the attack button. | |
Neutral aerial | 4 hits of 2%, then 6% (14% total) | Lucas spins in a gyro pattern with PSI energy around him with the last hit having decent knockback. | |
Forward aerial | 12%-13% (sweetspot), 10% (sourspot) | Lucas kicks his foot forward with PSI. | |
Back aerial | 15% | Lucas thrusts his feet behind him and hooks them downwards with a stream of small PSI. If one hits with the final hit during the attack's animation, it is a decent meteor smash. | |
Up aerial | 9% | Does a headbutt, decent knockback. Has a bit of ending lag. | |
Down aerial | 3 hits of 5% (15% total) | Lucas thrusts his feet downwards and creates several quick flashes of PSI energy. The third hit can meteor smash weakly and can also set up a combo using his down tilt once, followed by a smash attack, if the opponent doesn't tech the meteor smash. Although it has fast start-up, it possesses considerable ending lag if it is not autocanceled. | |
Grab aerial | 8% | Lucas thrusts his Rope Snake forward. | |
Grab | - | Grabs the enemy with his Rope Snake. Has noticeable ending lag if it misses. | |
Pummel | 3% | Headbutts the enemy. | |
Forward throw | 10% | Psychokinetically tosses opponent forward. | |
Back throw | 10% | Psychokinetically blasts opponent back. Very high KO potential. | |
Up throw | 12% | Psychokinetically tosses opponent straight up. Can KO at high percent. | |
Down throw | 7% | Psychokinetically slams opponent down. | |
Floor attack (front) | 6% | Lucas gets up and spins on one hand while sticking a leg out. | |
Floor attack (back) | 6% | Lucas gets up and spins on one hand while sticking a leg out. | |
Floor attack (trip) | 5% | Lucas gets up on his hands and kicks backwards, then thrusts his legs between his arms in a kick forward. | |
Edge attack (fast) | 8% | Lucas flips onto the stage, then does a sweep kick. | |
Edge attack (slow) | 10% | Lucas slowly climbs up with his fist drawn back, then delivers a punch. | |
Neutral special | Offense Up | 10% (spark) | When the special button is held, Lucas begins to channel psychic power, complete with a weak wind effect. After a few seconds, Lucas' hands glow with power and the next smash attack that he performs deals greater damage, shield damage, and knockback. A partial charge cannot be held - it must be completed all at once. While Offense Up is charged, Lucas can also press the special button to produce an spark-like attack around himself with little to no startup. Hitting with a smash attack or the spark will allow Lucas to keep the charge, whereas missing will deplete the charge. |
Side special | PK Freeze | 5% | Thrusts out both hands and shoots an icy ball far out horizontally in front of him. This move goes about half the distance of Final Destination when used on the ground and can be used to edge-guard. |
Up special | PK Thunder | Bolt: 10% (head), 1% (tail); PK Thunder 2: 33% if all hits connect | Creates a stream of lightning whose direction can be controlled using the control stick or d-pad. As such, using PK Thunder will result in Lucas not being able to move or defend, because the control stick or d-pad is used to aim PK Thunder. This move can also be used to interrupt recoveries. |
Down special | PSI Magnet | 2% each hit | Lucas holds out his hand which creates a small electrical field in front of him that absorbs any energy projectiles shot against him, lowering Lucas's damage percent by the damage the projectile would have dealt. As an attack, it does a small amount of damage if enemies make contact while it is out, but will take more damage and be launched behind Lucas when he releases it. When used in the air, it halts Lucas's falling speed, similar to Fox's reflector from Brawl. |
Final Smash | PK Starstorm | 14% each star | Lucas calls down a rain of stars from the sky, yelling "PK Starstorm!". |
In competitive play
Notable players
Palette swaps
Trivia
- In previous incarnations, Lucas's back aerial in Project M was replaced with an aerial roundhouse kick (similar to Ness's forward tilt) that dealt great knockback with high knockback scaling, while his down aerial, a guaranteed meteor smash, had him perform a flip kick downwards. These were later removed for subsequent versions of the mod, instead being restored to their Brawl iterations, but with many new buffs (as described above).
External links
Playable characters in Project M and Project+ | |
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Playable characters | Bowser (Giga Bowser) · Captain Falcon · Charizard · Diddy Kong · Donkey Kong · Falco · Fox · Ganondorf · Ice Climbers · Ike · Ivysaur · Jigglypuff · King Dedede · Kirby · Knuckles · Link · Lucario · Lucas · Luigi · Mario · Marth · Meta Knight · Mewtwo · Mr. Game & Watch · Ness · Olimar · Peach · Pikachu · Pit · R.O.B. · Roy · Samus · Sheik · Snake · Sonic · Squirtle · Toon Link · Wario (Wario-Man) · Wolf · Yoshi · Zelda · Zero Suit Samus |