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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}} achieving strong results. | 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}} achieving 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''. 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. | 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. | ||
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*{{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).}} | ||
*{{buff|[[Air dodge]] has less startup (frame 4 → 2) and ending lag ( | *{{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).}} | *{{nerf|Air dodge has a shorter duration (frames 4-29 → 2-25).}} | ||
*{{change|Lucario [[falling speed|falls]] much faster (1.2 → 1.68). This improves its vertical endurance, but makes it more susceptible to combos.}} | *{{change|Lucario [[falling speed|falls]] much faster (1.2 → 1.68). This improves its vertical endurance, but makes it more susceptible to combos.}} | ||
*{{change|Lucario's [[gravity]] is higher (0.0625 → 0.084). This improves its aerial mobility, but hinders its horizontal endurance.}} | *{{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 ( | *{{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 slightly above average rolls.}} | ||
*{{nerf|[[Spotdodge]] has a shorter duration (frame 2-20 → 2-15) and has more ending lag ( | *{{nerf|[[Spotdodge]] 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.}} | *{{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|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.}} | ||
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===Ground attacks=== | ===Ground attacks=== | ||
*{{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.}} | *[[Neutral attack]]: | ||
*{{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 ( | **{{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|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 ( | **{{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.}} | ||
*{{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.}} | *[[Forward tilt]]: | ||
*{{nerf|Up tilt has more startup lag with a shorter duration (frames 5-15 → 6-13).}} | **{{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).}} | ||
*{{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.}} | *[[Up tilt]]: | ||
*{{nerf|Down tilt has a shorter duration (frames 9-15 → 9-12).}} | **{{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|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 ( | **{{nerf|Up tilt has more startup lag with a shorter duration (frames 5-15 → 6-13).}} | ||
*{{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.}} | *[[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.}} | *{{buff|All smash attacks have slightly increased ranges.}} | ||
*{{buff|Forward smash deals more knockback (25 (base), 93 (scaling) → 40/106).}} | *[[Forward smash]]: | ||
*{{nerf|Sourspotted forward smash deals less damage (14% → 13%). Forward smash also has a significantly shorter duration (frames 22-30 → 22-25), and can no longer hit opponents behind Lucario.}} | **{{buff|Forward smash deals more knockback (25 (base), 93 (scaling) → 40/106).}} | ||
*{{change|Clean up smash no longer deals consistent damage (13% → 14%/12%).}} | **{{nerf|Sourspotted forward smash deals less damage (14% → 13%). Forward smash also has a significantly shorter duration (frames 22-30 → 22-25), and can no longer hit opponents behind Lucario.}} | ||
*{{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|Forward smash has increased ending lag (FAF 43 → 55).}} | ||
*{{nerf|Up smash has a much shorter duration (frames 19-42 → 15-23).}} | *[[Up smash]]: | ||
*{{buff|Down smash deals more knockback (25 (base), 93 (scaling) → 30/99).}} | **{{change|Clean up smash no longer deals consistent damage (13% → 14%/12%).}} | ||
*{{nerf|Down smash has a shorter duration (frames 19-22 → 19-21) | **{{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=== | ||
*{{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.}} | *[[Neutral aerial]]: | ||
*{{nerf|Neutral aerial has increased start-up lag with a shorter duration (frames 6-24 → 8-11, 22-29), and has decreased range.}} | **{{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|Neutral aerial has decreased ending lag ( | **{{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 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|Neutral aerial has decreased ending lag (FAF 68 → 43).}} | ||
*{{nerf|Forward aerial has a much shorter duration (frames 7-20 → 7-8) significantly hindering its spacing potential.}} | *[[Forward 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.}} | **{{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|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).}} | **{{nerf|Forward aerial has a much shorter duration (frames 7-20 → 7-8) significantly hindering its spacing potential.}} | ||
*{{change|Up aerial no longer deals consistent damage (10% → 11% (clean)/6% (late)).}} | *[[Back aerial]]: | ||
*{{buff|Up aerial has increased base knockback (15 → 30).}} | **{{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|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 utilise up aerial as a KO move.}} | **{{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).}} | ||
*{{nerf|Down aerial deals less damage (8% (both) → 5% (hit 1)/6% (hit 2)) and has increased ending lag ( | *[[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 utilise 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.}} | *{{buff|All grabs have increased ranges.}} | ||
*{{buff|Standing and dash grabs has decreased ending lag ( | *{{buff|Standing and dash grabs has decreased ending lag (FAF 30 → 29 (standing), FAF 40 → 36 (dash)).}} | ||
*{{nerf|Pivot grab have more ending lag ( | *{{nerf|Pivot grab have more ending lag (FAF 30 → 34).}} | ||
*{{buff|The changes to Aura significantly improve [[Pummel]]'s damage racking potential.}} | *[[Pummel]]: | ||
*{{nerf|Forward throw deals 2% less damage (10% → 8%) and has decreased knockback scaling (65 → 55), hindering its spacing potential.}} | **{{buff|The changes to Aura significantly improve [[Pummel]]'s damage racking potential.}} | ||
*{{nerf|Back throw has decreased knockback (60 (base), 65 (scaling) → 50/60).}} | *[[Forward 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|Forward throw deals 2% less damage (10% → 8%) and has decreased knockback scaling (65 → 55), hindering its spacing potential.}} | ||
*{{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.}} | *[[Back throw]]: | ||
* | **{{nerf|Back throw has decreased knockback (60 (base), 65 (scaling) → 50/60).}} | ||
*{{buff|Down throw's angle has been altered (75° → 80°). When coupled with its lower knockback, the changes to Aura and hitstun canceling, these changes improve its combo potential with minimum Aura at low to medium percentages.}} | *[[Up throw]]: | ||
*{{change|Edge attack now deals consistent damage compared to his old fast edge attack (8% (Aura)/6% (body) → 7%).}} | **{{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, the changes to Aura and hitstun canceling, these changes improve its combo potential with minimum Aura at low to medium percentages.}} | |||
**{{nerf|Down throw deals 3% less damage (10% → 7%), and its knockback scaling was not fully compensated (25 → 30).}} | |||
*[[Edge attack]]: | |||
**{{change|Edge attack now deals consistent damage compared to his old fast edge attack (8% (Aura)/6% (body) → 7%).}} | |||
===Special moves=== | ===Special moves=== | ||
* | *[[Aura Sphere]]: | ||
*{{buff|Fully charged Aura Sphere with maximum Aura deals 3.075% more damage (26.25% → 29.325%), significantly improving its KO potential.}} | **{{buff|Fully charged Aura Sphere with maximum Aura deals 3.075% more damage (26.25% → 29.325%), significantly improving its KO potential.}} | ||
*{{buff|Aura Sphere and Force Palm's sizes now scale with Aura.}} | **{{buff|Aura Sphere and Force Palm's sizes now scale with Aura.}} | ||
*{{buff|[[Aura Sphere#Reverse Aura Sphere|Reverse Aura Sphere]] now slightly pushes Lucario backward, improving its [[mindgame]] potential.}} | **{{buff|[[Aura Sphere#Reverse Aura Sphere|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.}} | **{{nerf|Non-fully charged Aura Sphere deals less damage (13.125% (minimum Aura)/≈18.75% (low to high Aura) → 11.385%/17.25%), hindering their KO potentials.}} | ||
*{{buff| | **{{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 blast is larger especially with high Aura, and the throw has increased knockback (40 (base), 83 (scaling) → 66/86).}} | **{{buff|Force Palm's near blast deals 1.88% more damage (10% → 11.88%).}} | ||
*{{nerf|Minimum Aura Force Palm's grab can now be escaped from.}} | **{{buff|Force Palm's blast is larger especially with high Aura, and the throw has increased knockback (40 (base), 83 (scaling) → 66/86).}} | ||
*{{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.}} | **{{nerf|Force Palm's mid and far blast deal less damage (9% (mid)/8% (far) → 7.56% (both)).}} | ||
*{{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.}} | **{{nerf|Minimum Aura Force Palm's grab can now be escaped from.}} | ||
*{{buff| | **{{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.}} | ||
*{{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|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.}} | ||
*{{change|Extreme Speed has updated visual effects. Lucario now emits streams of Aura from its forepaws.}} | *[[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.}} | ||
*{{change|Lucario has a new | **{{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== |
edits