Super Smash Bros. Ultimate

Lucas (SSBU): Difference between revisions

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===[[Victory pose]]s===
===[[Victory pose]]s===
**The theme that plays is a remix of the last two melodies from Mother 1.


=={{SSBU|Classic Mode}}: Magic, Sacred Powers, and PSI!==
=={{SSBU|Classic Mode}}: Magic, Sacred Powers, and PSI!==

Revision as of 19:16, January 6, 2019

Current.png This page documents information about recently released content.
Information may change rapidly as it becomes available. All information in this article must be verifiable.
This article is about Lucas' appearance in Super Smash Bros. Ultimate. For the character in other contexts, see Lucas.
Lucas
in Super Smash Bros. Ultimate
Lucas SSBU.png
EarthboundSymbol.svg
Universe EarthBound
Other playable appearances in Brawl
in SSB4

Availability Unlockable
Final Smash PK Starstorm
Lucas (SSBU)
Like Ness, Lucas is a young boy who uses PSI powers. Some of their PSI moves share the same names, but since Lucas has different abilities, the moves may work differently. Be sure to try them out! For his Final Smash, he calls down a shower of meteors along with Kumatora and Boney.
Super Smash Blog, Super Smash Bros. Ultimate Official Site

Lucas (リュカ, Lucas) is a playable character in Super Smash Bros. Ultimate. He was confirmed as a playable character on June 12th, 2018. Lucas is classified as fighter #37.

Lani Minella reprises her role as Lucas, albeit through recycled voice lines from Brawl and Smash 4.

How to unlock

Complete one of the following:

  • Play VS. matches, with Lucas being the 36th character to be unlocked.
  • Clear Classic Mode with Kirby or any character in his unlock tree, being the seventh character unlocked after Corrin.
  • Have Lucas join the player's party in World of Light.

With the exception of the third method, Lucas must then be defeated on New Pork City.

Changes from Super Smash Bros. 4

Lucas received a mix of buffs and nerfs. His combo game was significantly toned down as down throw no longer combos into any of his aerials and techable footstools also hinders him. PK Thunder 2 also has halted momentum at the end of its animation which shortens his recovery. Lucas also has a much harder time landing thanks to him only being able to air dodge once in the air and PSI Magnet no longer halts his momentum.

However, Lucas also received some buffs as his already impressive mobility is now even better. Lucas also has improved specials, aerials, and ground attacks giving him a much more useful ground game, safer aerials, and more useful moves for his neutral game.

It is currently unknown how much his buffs are going to compare to his nerfs and how he compares to his iterations in Brawl and Smash 4.

Aesthetics

  • Change As with all veterans returning from SSB4, Lucas's model features a more subdued color scheme. Similar to Brawl, some of the detailing on his clothes and weapons are more prominent, such as the vertical stitching of his socks.
  • Change The Rope Snake's scales are more pronounced.
  • Change Like other characters, Lucas always faces the screen regardless of which direction he turns. This affects his movesets as well (such as the end of his up tilt), all of which appear to be mirrored.
  • Change All of Lucas’ PSI-based attacks are now dominantly light blue. This closely resembles the colors of PK Love in Mother 3.
  • Change Like Ness, Lucas makes a new face when hit, with his eyes growing somewhat larger and rounder.
  • Change Like Ness, Lucas's victory theme is now the ending of "Eight Melodies" from both Mother / EarthBound Beginnings as well as "Eight Melodies" from EarthBound layered together.
  • Change Lucas has a new idle pose where he points to his forehead with his eyes closed with his leading hand then waves it in front of him, similar to Ness's head-pointing idle pose. It replaces the animation of Lucas waving his fists in front of him.
  • Change Lucas now strikes a different pose during his Seven Needles victory animation.

Attributes

  • Buff Like all characters, Lucas's jumpsquat animation now takes three frames to complete (down from 5).
  • Buff Lucas dashes faster (1.5 → 1.65). The global changes to initial dashes especially benefit his ground movement.
  • Buff Lucas walks slightly faster (0.85 → 0.893).
  • Buff Lucas' air speed is slightly higher (1.1 → 1.155).
  • Buff Lucas jumps higher.
  • Nerf Because footstools can now be teched, Lucas's combo game is much worse.

Ground attacks

  • Neutral attack:
    • Change All three hits of Lucas's neutral attack have more hitlag.
    • Buff Neutral attack's second hit can be interrupted sooner, improving its potential for mix-ups.
    • Nerf Neutral attack deals slightly less damage (8.5% → 7.5%).
  • Dash attack:
  • Up tilt:
    • Buff Up tilt has less ending lag (FAF 37 → 34).
  • Down tilt:
    • Change Down tilt has increased hitlag.
    • Buff Down tilt deals slightly more damage (3% → 5%).
  • Forward smash:
    • Buff Forward smash has slightly less ending lag (FAF 47 → 46).
    • Nerf The reflector has more startup, though the total duration is unchanged (frame 10-19 → 11-20).
  • Up smash:
    • Buff Up smash has a larger hitbox.
      • Change An additional large blue hexagon graphic was added to indicate the hitbox's new size.
  • Down smash:
    • Change Lucas now bends his elbow after each shot of down smash, and his fingers are more pronounced throughout.
    • Buff Down smash covers more range, making it easier to edgeguard opponents.
    • Buff The three hits of Lucas's down smash are now treated as individual hitboxes, thus preventing opponents from shielding one hit and being immune to any following hits.
    • Buff At low percents, Lucas' Down smash hits can connect with each other, doing much more damage.

Aerial attacks

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

Throws/other attacks

  • Grab animations:
    • Change The endings of Lucas's grabs now feature interruptible animations during which the Rope Snake doubles back to return to Lucas.
    • Change Lucas's animation when holding a grabbed opponent has been altered; he now holds Rope Snake in one hand and uses the other to hold the opponent in place with telekinesis.
    • Change Lucas now looks angry during his grab animation.
    • Change Lucas's pummel animation now has him attack the grabbed opponent with PSI.
    • Nerf Pummel is now slower.
  • Standard grab:
    • Nerf Lucas's standard grab range has been decreased.
    • Nerf Lucas's standard grab has one frame more ending lag (FAF 46 → 47).
    • Buff Lucas's dash grab has one frame less ending lag (FAF 56 → 55).
  • Change Lucas has a new forward throw animation similar to Diddy Kong's forward throw.
  • Change Lucas has a new back throw animation.
  • Buff Up throw deals more knockback.
  • Down throw:
    • Change Lucas has a new down throw animation. Lucas lifts the opponent in the air using telekinesis, then forcefully slams them into the ground, sending them up and away.
    • Nerf Down throw has more ending lag (FAF 50 → 58), greatly hindering its follow-up potential.
    • Buff Down throw deals significantly more damage (6.5% → 11%).

Special Moves

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

Moveset

  Name Damage Description
Neutral attack   2.5% A right-legged roundhouse kick, followed by a right-legged hook kick, followed by a left-legged reverse roundhouse kick. The last hit has slightly more range. Hits first on frame 2 and can combo into a dash attack at low to medium percents.
2%
4%
Forward tilt   11% (sweetspot), 7.5% (sourspot) A palm thrust that emits a small blast of PSI energy from his hand. It can be angled and has a disjointed hitbox, although its sweetspot is located inside of the blast. This move's sourspot can lock opponents at low percents.
Up tilt   1.5% (hit 1), 8% (clean hit 2), 5% (late hit 2) Telekinetically tilts himself upside down to perform a vertical thrust kick that emits a blast of PSI energy from his foot. It can combo into itself, a neutral aerial or an up aerial at low to medium percents.
Down tilt   3% A legsweep. Although weak, it is fast and reliable for either racking up damage or chaining into itself, a neutral attack or a grab. Hits on frame 3, making it tied with Ness, Little Mac, R.O.B., and Meta Knight's down tilts for being the fastest down tilt in the game. The edge of down tilt can lock opponents at low to medium percents.
Dash attack   13% (sweetspot), 9% (sourspot) A dashing palm thrust that emits a blast of PSI energy from his hand. Has noticeable start-up and deals more damage the farther the opponent is from Lucas.
Forward smash   14% (base), 15% (tip), 1.5× (reflected projectiles) Swings a stick in front of himself. The stick's tip deals slightly more damage and knockback, while the move overall functions very similarly to Ness' forward smash, including the ability to reflect projectiles. Compared to Ness' version, it has less start-up and ending lag, but deals less damage, knockback and has a lower damage multiplier when reflecting projectiles.
Up smash   2% (hit 1), 19%, 18%, 16%, 14%, or 12% (clean to late hit 2) Emits a large blast of PSI energy above his head. Despite in-game tips saying it is the most powerful up smash in the game and can attack opponents hanging on the edge, neither of these tips are true; it is only the fifth strongest up smash in the game, and completely whiffs most edge-hanging characters unless their head pokes above the edge. It is a "high-risk, high-reward" attack; it has an extreme amount of ending lag, which makes it very punishable if missed, but it is strong enough to KO at 80% when uncharged and at 54% when fully charged. It also has other positives, as it renders Lucas invincible on frames 1-4, grants intangibility to his head on frames 15-29 and has a very large hitbox, making it a good anti-air attack if used correctly. It appears to be based on PK Love, Lucas' signature PSI attack from Mother 3.
Down smash   17% (clean), 14% (mid), 11% (late) Aims his arm diagonally downward and emits three consecutive blasts of PSI energy towards the ground while holding his hand in a finger gun gesture. With each blast, its range increases at the expense of damage and knockback. It is one of the strongest down smashes in the game when clean, as it is able to KO as low as 60% near the edge depending on the opponent's weight and DI. If it is timed well, it can also catch recovering opponents before they grab the edge. Has a bit of start-up lag, but low ending lag. Despite seemingly being composed of three distinct hits, it can only strike an opponent once due to how its single hitbox is coded, making it somewhat unsafe on shield.
Neutral aerial   2% (hits 1-4), 4% (hit 5) Tumbles while emitting blasts of PSI energy around his torso. Each hit has numerous freeze frames and it has good combo potential, despite being susceptible to SDI.
Forward aerial   11.5% (sweetspot), 9% (sourspot) A flying kick that emits a blast of PSI energy from his foot. It is is fast and disjointed, making it a good off-stage option and one of Lucas' better spacing options. Its sweetspot deals the most knockback and can KO at high percents. This move's sourspot can lock opponents at early percents.
Back aerial   12% (sweetspot), 9% (sourspot), 7% (late) A backflip kick that emits a trail of PSI energy from his foot. It can meteor smash at the tip of his foot and has disjointed reach, with its weakest hitbox being at the tip. The last hitbox of this move can lock opponents at early percents.
Up aerial   13% An upward headbutt. Its hitbox has become smaller since Brawl and is now static and misleading, but it deals respectable high damage and knockback, which make it a viable KOing option near the upper blast line.
Down aerial   3.5% (hits 1-3), 5% (hit 4) An alternating series of stomps, with each stomp emitting a small blast of PSI energy from his feet. Like his back aerial, it is disjointed and has a meteor smash hitbox below himself on the fourth and last hit. The move itself is also difficult to fully land on smaller grounded opponents, such as Pikachu and Kirby. The last hitbox of this move can lock opponents at low percents.
Grab aerial Rope Snake 4% (clean), 2.8% (late) Unfurls Duster's Rope Snake in front of himself. It can damage opponents and act as a tether recovery.
Grab Rope Snake Unfurls Duster's Rope Snake in front of himself. His standing grab is deceptively fast, although his pivot grab is very slow.
Pummel   1.2% A headbutt. Tied with Ness, Kirby and Fox's pummels as the third fastest pummel in the game. However, it is the least damaging pummel in the game.
Forward throw   10% Telekinetically throws the opponent in front of himself. Among the strongest forward throws in the game, behind Bowser's and Wario's. It KOs around 100%-160% near the edge, depending on the opponent's weight and DI.
Back throw   10% Telekinetically throws the opponent behind himself. It is his strongest throw and the third strongest back throw in the game, being surpassed only by Ness and Villager's, respectively. It can KO even super heavyweights at 158% near the edge without rage.
Up throw   10% Telekinetically whirls the opponent around his head, then throws them directly overhead. The third strongest up throw in the game, being surpassed only by Mewtwo and Charizard's, as it KOs around 120%-180% depending on the opponent's weight and DI.
Down throw   6.5% Telekinetically slams the opponent into the ground head first. Lucas' primary combo starter, as it can lead into all of his aerials at a wide range of percentages, depending on DI. His up aerial specifically becomes a viable KO combo after this move. Although the opponent appears buried, this is merely aesthetic.
Forward roll
Back roll
Spot dodge
Air dodge
Techs
Floor attack (front)
Floor getups (front)
  7% Kicks around himself while getting up.
Floor attack (back)
Floor getups (back)
  7% Kicks around himself while getting up.
Floor attack (trip)
Floor getups (trip)
  5% Kicks behind himself and then in front of himself while getting up.
Edge attack
Edge getups
  7% Performs a low-angle kick while climbing up.
Neutral special Default PK Freeze 9%-22% Emits a snowflake-shaped blast of PSI energy from his head that freezes opponents. The direction of the blast's path can be controlled, it can be made stronger by holding the special button and it can be concluded at a deceptively fast speed. However, it renders Lucas helpless if used in the air.
Custom 1 N/A    
Custom 2 N/A    
Side special Default PK Fire 3% (lightning), 6% (fire) Thrusts both of his hands forward to release a lightning bolt-shaped PSI projectile from his hands. Unlike Ness' PK Fire, Lucas' version results in a brief, fiery explosion of PSI energy that launches the opponent backward, rather than a long-lasting pillar of fiery PSI energy. It is further differentiated from Ness' version in that it flies straight ahead regardless of whether it is used on the ground or in the air, as well as causing a minimal amount of recoil both on the ground and in the air, making it more effective as a spacing tool than Ness' PK Fire.
Custom 1 N/A    
Custom 2 N/A    
Up special Default PK Thunder 2.5% (projectile head), 0.8% (projectile tail, rapid hits), 8% (PKT2 initial), 2% (PKT2 rapid hits 1-5), 1.5% (PKT2 rapid hits 6-10), 10% (PKT2 last) Emits a streaming, electrical PSI projectile from his head. Like Ness' PK Thunder, it can be directed into Lucas to launch him at a high speed. Unlike Ness' version, it does not disappear after hitting an opponent and instead hits multiple times, giving it damage racking potential. This effect also applies PK Thunder 2, with Lucas hitting an opponent multiple times upon colliding with them.
Custom 1 N/A    
Custom 2 N/A    
Down special Default PSI Magnet 8% (ending), heals 2.5× the damage of absorbed projectiles (maximum 30%) Thrusts his arm forward to emit a glowing orb of PSI energy around his outstretched hand. Any energy-based projectiles it absorbs will heal him, although it no longer absorbs energy projectiles that are launched directly at his back like it did in Brawl. Unlike Ness' PSI Magnet, Lucas' version can be used offensively, due to it dealing damage and semi-spike knockback to opponents inside of it when it dissipates.
Custom 1 N/A    
Custom 2 N/A    
Final Smash PK Starstorm 8% (per hit) Summons a shower of falling stars to repeatedly hit the opponent. The stars that descend in a column from the top-center of the stage and can be angled in a fanning motion throughout its duration.

On-screen appearance

  • Rides in on a Mr. Saturn-style coffee table, then hops off. The table is based on the one that Lucas rides in order to reach Saturn Valley in Mother 3.
LucasOnScreenAppearanceSSB4.gif

Taunts

Template:Taunt/SSBU

Idle poses

{{Idle |desc-1=Taps the toes of his shoes on the ground.


Crowd cheer

Victory poses

    • The theme that plays is a remix of the last two melodies from Mother 1.

Classic Mode: Magic, Sacred Powers, and PSI!

All of Lucas' opponents have some sort of magical abilities.

Round Opponent Stage Music Notes
1 Ness Magicant Magicant
2 Male and Female Robin Arena Ferox Conquest (Ablaze)
3 Rosalina & Luma Mario Galaxy Gusty Garden Galaxy
4 Giant Palutena Palutena's Temple (Ω form) Underworld
5 Bayonetta Umbra Clock Tower Tomorrow Is Mine (Bayonetta 2 Theme) (Instrumental)
6 Mewtwo Kalos Pokémon League Battle! (Team Galactic)
Bonus Stage
Final Master Hand Final Destination Master Hand On intensity 7.0 and higher, Crazy Hand fights alongside Master Hand, and the track Master Hand / Crazy Hand plays during the battle.

Role in World of Light

Although Lucas does not appear in the World of Light opening cutscene, he was vaporized and later imprisoned alongside the rest of the fighters (sans Kirby) when Galeem unleashed his beams of light.

Lucas can be found on a village covered in fog as a callback to his home of Tazmily Village.

Alternate costumes

Alternate costume (SSBU)
Lucas (SSBU) Lucas (SSBU) Lucas (SSBU) Lucas (SSBU) Lucas (SSBU) Lucas (SSBU) Lucas (SSBU) Lucas (SSBU)

Gallery

Character Showcase Video

<youtube>GWjfyyGNL8c</youtube>

Trivia

  • Because Lucas' PSI-based attacks are light-blue, this makes it inconsistent with his artwork seen in the Panoramic illustration featuring all of the fighters which the PSI-based attack was the former colored pink and yellow.
  • Lucas' character portrait is based off of his side taunt.
  • Lucas is in Kirby's Classic Mode unlock column, the same one as Ness.