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Revision as of 19:46, August 2, 2019
Lucas in Super Smash Bros. Ultimate | |
---|---|
Universe | EarthBound |
Other playable appearances | in Brawl in SSB4 |
Availability | Unlockable |
Final Smash | PK Starstorm |
“ | 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.
As in Smash 4, Lani Minella's portrayal of Lucas from Brawl was repurposed for Ultimate.
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.
Lucas must then be defeated on New Pork City for all three methods.
Changes from Super Smash Bros. 4
Lucas received a mix of buffs and nerfs, being nerfed overall. His combo game was significantly toned down as down throw no longer combos into any of his aerials beyond very low percentages 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 slightly 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 previously lacking mobility is somewhat better, helping his approach. 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.
Ultimate's engine also significantly benefits Lucas. Thanks to changes to air dodges and the return of directional air dodges, Lucas's has another option to mix up his recovery. Furthermore, because players can only air dodge once before landing, and combining it with a retooled PK Freeze, Lucas's edgeguard game is much more lethal than before.
Lucas has achieved some great results on a local level, most notably around the MD/VA scene. His results at majors though have been fairly poor making it uncertain as to how he stands in Ultimate's current metagame. Due to better results and a better reception, it is likely Lucas may not be considered as viable as Ness.
Aesthetics
- 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.
- The Rope Snake's scales are more pronounced.
- Like Ness, Lucas’ stance is now mirrored, always facing the screen regardless of which direction he turns.
- All of Lucas’ PSI-based attacks are now dominantly light blue. This closely resembles the colors of PK Love in Mother 3.
- Like Ness, Lucas makes a new face when hit, with his eyes growing somewhat larger and rounder.
- 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.
- 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.
- Lucas now strikes a different pose during his Seven Needles victory animation.
Attributes
- Like all characters, Lucas's jumpsquat animation now takes three frames to complete (down from 5).
- Lucas dashes faster (1.5 → 1.65).
- Lucas's initial dash is faster (1.3→1.815).
- Lucas walks slightly faster (0.85 → 0.893).
- Lucas' air speed is slightly higher (1.1 → 1.155).
- Lucas jumps higher.
- Because footstools can now be teched, Lucas's combo game is less varied.
Ground attacks
- Neutral attack:
- Dash attack:
- Dash attack has less startup (frame 15 → 13) and less ending lag (FAF 39 → 38).
- Dash attack has increased knockback scaling (70 → 81), increasing its KO power.
- Forward tilt:
- Sweetspot forward tilt deals more base knockback (30 → 45 (unangled)/35 (angled)) and knockback scaling (75 → 80), increasing its KO power.
- Up tilt:
- Up tilt has less ending lag (FAF 37 → 34).
- Down tilt:
- Down tilt deals more damage (3% → 5%).
- Down tilt's close hit has more vertical angle (76 → 84), allowing more consistent follow-ups.
- Down tilt has increased base knockback (8/18 → 10/20) and combined with its higher damage, makes it easier to combo at lower percent.
- Down tilt has an altered animation and one of its hitboxes was removed, lowering its vertical range.
- Forward smash:
- Forward smash has slightly less ending lag (FAF 47 → 46).
- Sweetspotted forward smash has higher knockback growth (88 → 91).
- The reflector activates later, though the total duration is unchanged (frame 10-19 → 11-20).
- Up smash:
- Up smash's second hit deals more damage (19/18/16/14/12% → 21/20/18/16/14%) without its knockback compensated, increasing its KO power.
- It has a smaller hitbox (12u/11u/10u/8u/6.5u → 11u/10u/9u/6u).
- Up smash has more active frames (frames 30-53 → frames 30-55) due to having an additional hitbox.
- Down smash:
- Lucas now bends his elbow after each shot of down smash, and his fingers are more pronounced throughout.
- All hits of down smash have increased active frames (2 → 3 frames).
- The three hits of Lucas's down smash now have separate hitbox IDs, allowing it to hit opponents or shields multiple times.
- The individual hits of down smash deal significantly less shield damage to compensate (0/0/0 → -10/-8/-6).
Aerial attacks
- All aerials except grab aerial have less landing lag (13 frames → 12 (neutral), 12 → 7 (forward), 15 → 9 (back), 12 → 7 (up), 24 → 16 (down)).
- Neutral aerial:
- Neutral aerial has a larger hitbox (5.3u (loop)/8u (last) → 6.9u/10.2u).
- Neutral aerial is harder to SDI out of, despite retaining its 2x modifier, as its hitlag has been reduced (1 → 0.44).
- The looping hitbox has fewer active frames (7-24 → 7-22 frames), consequently reduces the maximum number of hits to 4, reducing its total damage (12% → 10%).
- 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.
- Although this grants it followups with back aerial which it didn't have before.
- Forward aerial:
- Forward aerial auto-cancels earlier (frame 38 → 34), enabling it to auto-cancel out of a short hop.
- Forward aerial's sweetspot deals more damage (11.5% → 12.5%), and has increased knockback growth (96 → 103), significantly improving its KO potential, even beyond its power in Brawl.
- Forward aerial's late hit has been removed, with the clean hit instead lasting longer (9-10 → 9-12).
- Back aerial:
- Back aerial auto-cancels earlier (frame 39 → 34), enabling it to auto-cancel out of a short hop.
- Back aerial has more active frames (frame 15-20 → 15-22), giving it additional vertical range below Lucas and allowing it to hit small targets.
- Back aerial can now spike grounded opponents. While this benefits from opponents' inability to tech grounded spikes, this hinders its ability to send grounded opponents offstage from behind him.
- Up aerial:
- Up aerial auto-cancels earlier (frame 38 → 34), enabling it to auto-cancel out of a short hop.
- Up aerial's hitbox is now attached to Lucas's head.
- A motion trail has been added above Lucas's head to indicate the hitbox's new pattern.
- Up aerial has reduced ending lag (FAF 46 → 34).
- Up aerial has increased active frames (7-9 → 7-10 frames), giving it additional horizontal range, and improving its juggling potential.
- Up aerial deals less damage (13% → 11%) without its knockback properly compensated (base knockback 10 → 20), giving it considerably less KO power.
- Although it is now safer on hit at low percents.
- Down aerial:
- Down aerial now connects on aerial opponents more reliably.
- Down aerial now pushes grounded opponents away from its hitboxes, rather than picking them up from the ground as in Smash 4.
- Down aerial has a smaller hitbox and closer hitbox placement.
- Grab aerial:
- Grab aerial has reduced range.
- Grab aerial has more active frames.
- Grab aerial deals slightly more damage (4% (clean)/2.8% (late) → 5%/3%).
- Grab aerial has less ending lag (FAF 60 → 52).
- 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:
- The endings of Lucas's grabs now feature interruptible animations during which the Rope Snake doubles back to return to Lucas.
- 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.
- Lucas now looks angry during his grab animation.
- Lucas's standard grab has one frame more ending lag (FAF 46 → 47).
- Lucas's dash grab has one frame less ending lag (FAF 56 → 55).
- Pummel:
- Lucas's pummel animation now has him attack the grabbed opponent with PSI.
- Forward throw:
- Lucas has a new forward throw animation similar to Diddy Kong's forward throw.
- Forward throw has increased knockback scaling (65 → 69).
- Back throw:
- Lucas has a new back throw animation.
- Up throw:
- Up throw has increased knockback (78 base/68 scaling → 77/73).
- Down throw:
- 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.
- Down throw deals more damage (6.5% → 11.0%).
- Down throw has more ending lag (FAF 50 → 58), reducing its combo potential at low percentages due to its increased knockback and removes his KO confirm from an up aerial at higher percentages, which was one of his more potent finishers in Smash 4.
Special Moves
- PK Freeze:
- 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.
- PK Freeze deals 1% more damage on all charges (9%-22% → 10%-23%).
- The projectile travels faster.
- The projectile can now travel through soft and semisoft platforms.
- 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.
- 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.
- Lucas no longer becomes helpless when firing PK Freeze in the air.
- PK Fire:
- 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.
- PK Fire has slightly increased damage (9% → 10%).
- PK Thunder:
- 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.
- PK Thunder's electric ball travels faster.
- Grounded PK Thunder has reduced ending lag.
- PK Thunder 2:
- Lucas's momentum at the end of PK Thunder 2 is lower, slightly shortening its recovery distance.
- PK Thunder 2 has reduced landing lag.
- PK Thunder 2 deals less damage when all hits connect. (35.5% → 32.5%)
- PK Thunder 2 last hit now triggers Special Zoom.
- The window for using PK Thunder again after bouncing against a wall is much bigger.
- PSI Magnet:
- 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.
- PSI Magnet has significantly less start-up (17 → 7 frames) and ending lag (37 → 28 frames).
- PSI Magnet now features a hitbox which drags opponents closer to Lucas's hand on startup.
- PSI Magnet's launching hitbox is larger.
- 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.
- Thanks to the changes mentioned above, Lucas can use PSI Magnet in combos.
- Final Smash:
- 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, including the background from the Final Boss.
- However, the trajectory of the meteors can still be angled.
- 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, including the background from the Final Boss.
Update history
Lucas has mostly been buffed so far. 2.0.0 slightly buffed his neutral aerial by allowing him to grab ledges sooner and reducing landing lag. 4.0.0 has buffed him in more ways by giving his dash attack more range and a larger hitbox, giving his up smash more invincibility at the startup, and reducing his up aerial's ending lag.
- Shortened the amount of time Lucas cannot grab the ledge after performing his neutral aerial (73 frames → 69).
- Neutral aerial has less landing lag (14 frames → 12).
- Up tilt, down aerial, and pummel now deal electrical damage.
- This means Yellow Pikmin are now invulnerable to Lucas's up tilt and down aerial.
- Forward tilt's sweetspot has more base knockback (45 (unangled), 35 (angled up/down) → 55) and its hitbox is bigger during the first 2 active frames (4.7u → 5.6u).
- Dash attack has a longer hitbox duration (frames 13-15 → 13-17).
- Up smash has more invulnerability during startup (frames 1-4 → 1-7).
- Up aerial has less ending lag (FAF 34 → 32).
- PK Fire has less landing lag (21 frames → 19).
Moveset
- Lucas possesses a special jump. When jumping in midair, Lucas will ascend in a floatier, curved trajectory. The upward momentum of Lucas's double jump can be affected through various actions if timed correctly, such as aerial attacks, air dodges or special moves.
- Lucas possesses a tether attack and grab.
Note: All numbers are listed as base damage, without the 1v1 multiplier.
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, making it Lucas' fastest ground attack. The first and second hits can jab lock. The second hit can be interrupted sooner than in Smash 4, and lead into a grab or aerial attack. | ||
1.5% | ||||
3.5% | ||||
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 | 5% | 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 unfortunately doesn't lock opponents like it used to do in other iterations. | ||
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 | PK Smash Geyser | 2% (hit 1), 21%, 20%, 18%, 16%, or 14% (clean to late hit 2) | Emits a large blast of PSI energy above his head. Despite in-game tips saying it can attack opponents hanging on the edge, this is not true; the completely whiffs most edge-hanging characters unless their head pokes above the edge. It is a huge "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 1-7, 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. The animation appears to based on Lucas' Seven Needles pulling animation. | |
Down smash | PK Blow | 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 well timed, it can also catch recovering opponents before they grab the edge. Has a bit of start-up lag, but surprisingly low ending lag for its power. Unlike in SSB4, each blast is treated as its own hitbox, meaning that it can potentially hit multiple times at low percents, and damages shields more than once. | |
Neutral aerial | 2% (hits 1-3), 4% (hit 4) | Tumbles while emitting blasts of PSI energy around his torso. A good combo starter. Unlike in the previous game, its launching angle is more horizontal, and the last hit launches the opponent depending on which side they are on in relation to Lucas. | ||
Forward aerial | 12.5% (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. It can also now autocancel. | ||
Back aerial | PK Meteor Kick | 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. It can also autocancel if buffered out of a shorthop. | |
Up aerial | 11% | An upward headbutt. The move's hitbox is now properly attached to Lucas' head unlike in SSB4, making it a more reliable attack. Deals respectable knockback, making it a good KO option near the upper blast line. It can also autocancel. At low percentages, it is an effective juggling and combo tool, leading into itself and other aerials on landing. | ||
Down aerial | PK Foot Stomp | 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 last hit, although it is fairly weak. 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 | 5% (clean), 3% (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 | 1.3% | Attacks the opponent with a discharge of PSI energy. | ||
Forward throw | 10% | Telekinetically throws the opponent in front of himself. Can KO at high percentages. | ||
Back throw | 10% | Telekinetically throws the opponent behind himself. It is his strongest throw. It can KO even super heavyweights at 154% near the edge without rage. | ||
Up throw | 10% | Telekinetically whirls the opponent around his head, then throws them directly overhead. One of the strongest up throws in the game, as it KOs around 116%-180% depending on the opponent's weight and DI. | ||
Down throw | 11% | Telekinetically slams the opponent into the ground head first. Shows a bury effect, however this is purely aesthetic as the opponent is immediately unburied, and the duration of the bury does not change, even at 999%. Has significantly less combo ability than it did in SSB4 due to it's higher ending lag. Despite this, it still can combo at 0% on most characters, though the options are very limited. | ||
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 |
9% | Performs a low-angle kick while climbing up. | ||
Neutral special | PK Freeze | 10%-23% | 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. A notoriously effective edgeguarding tool, as it launches opponents away from Lucas and has great maneuverability, as well as having a large hitbox. | |
Side special | PK Fire | 3% (lightning), 7% (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 away, 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, but less of a combo tool. | |
Up special | 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, however, 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. Deals immense damage if all of PK Thunder 2's hits connect, making it one of the most damaging up specials in the game. It is also a versatile recovery option if used correctly, as it covers great distance while being hard to properly counter itself due to its multi-hit and intangible properties. | |
Down special | PSI Magnet | 8% (ending), heals 2× the damage of absorbed projectiles (maximum 30%) | Thrusts his arm forward to emit a glowing orb of PSI energy around his outstretched hand, which comes out quicker and absorbs more damage than Ness' variant. Any energy-based projectiles it absorbs will heal him, although it no longer absorbs energy projectiles that are launched directly at his back as it did in Brawl. It can also be used offensively, due to it being safe on shield, dealing damage and having a semi-spike knockback to opponents inside of it when it dissipates. The move now has a windbox box that drags in opponents near it. | |
Final Smash | PK Starstorm | 6.5% (per hit) | Boney and Kumatora join Lucas, who summons a shower of falling stars that fly towards the center of the stage, damaging opponents in range. The trajectory of the meteors can be angled left and right. Unique to Lucas' version of PK Starstorm, the range of the meteors can also be adjusted. Tilting the stick up causes the meteors to spread out near the top of the screen (this will allow the meteors to hit opponents closer to the upper blast line, but will miss any who are grounded); tilting down causes the meteors to slightly angle outwards as they fall towards the stage (if done from the center of Final Destination, the meteors will cover almost the entirety). Overall, it has far more control than Ness's version. |
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.
Taunts
- Trips, shakes his head, and gets back up.
- Duster's Rope Snake comes out of Lucas's hand and has a brief conversation with him, as Lucas shrugs at it.
- Positions his right hand up to his forehead and grunts while generating small bursts of PSI energy from his index and middle fingers, then swings his hand down to emit a trail of PSI energy.
Idle poses
- Taps the toes of his shoes on the ground.
- Holds one finger to his forehead, and then swings his arm outward.
Victory poses
- Forcefully pulls one of the Seven Needles out of the ground, sending it flying off-screen while Lucas looks toward the screen in a battle-ready pose.
- With his back toward the screen, he crouches while poking at something on the ground with a large stick. After the camera zooms in, he then turns his head around to face the screen and says "Huh?" while briefly sporting a surprised expression.
- Bends down on one knee and waves his right arm in from himself while releasing blasts of PSI energy from his index and middle fingers.
In competitive play
Notable players
- Mekos - The best Lucas player in the US. Placed 4th at Just Roll With It! 10, 17th at Just Roll With It! 11, 33rd at Glitch 6, and 49th at MomoCon 2019.
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 | Robin (x2) | 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 (Less than 7.0 intensity) Master Hand / Crazy Hand (Intensity 7.0 or higher) |
On intensity 7.0 and higher, Crazy Hand fights alongside Master Hand. |
Credits roll after completing Classic Mode. Completing it as Lucas has Mother 3 Love Theme accompany the credits.
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.
Fighter Battle
No. | Image | Name | Type | Power | Stage | Music |
---|---|---|---|---|---|---|
37 | Lucas | Shield | 6,600 | New Pork City (Ω form) | Unfounded Revenge / Smashing Song of Praise |
Spirits
Lucas's Fighter Spirit can be obtained by completing Classic Mode. It is also available periodically for purchase in the shop for 500 coins. Unlocking Lucas in World of Light allows the player to preview the first spirit below in the Spirit List under the name "???". As a Fighter Spirit, it cannot be used in Spirit Battles and is purely aesthetic. Each Fighter Spirit has an alternate version that replaces them with their artwork in Ultimate.
In Spirit battles
As the main opponent
Spirit | Battle parameters | |||||||||
---|---|---|---|---|---|---|---|---|---|---|
No. | Image | Name | Series | Enemy Fighter(s) | Type | Power | Stage | Rules | Conditions | Music |
462 | Articuno, Zapdos, & Moltres | Pokémon series | •Reflect Lucas (×3) () | 13,700 | Find Mii (Battlefield form) | N/A | •The enemy reflects projectiles •The enemy's PSI attacks have increased power •Stamina battle |
Pokémon Red / Pokémon Blue Medley | ||
585 | Kumatora | Earthbound series | •Lucas | 4,200 | New Pork City (Battlefield form) | •Hazard: Ice Floor | •The floor is frozen •The enemy starts the battle with a Fire Flower |
Mother 3 Love Theme | ||
589 | Masked Man | Earthbound series | •Lucas | 9,400 | New Pork City (Ω form) | N/A | •Stamina battle •The enemy will charge up a powerful Final Smash •The enemy has increased attack power |
Porky's Theme | ||
590 | Claus | Earthbound series | •Lucas •Metal Lucas |
13,200 | Garden of Hope (Battlefield form) | •Strengthen Weapon | •Reinforcements will appear after an enemy is KO'd •All fighters' melee weapons have increased power after a little while •The enemy is metal |
Mother 3 Love Theme | ||
1,078 | Kid Dracula | Kid Dracula | •Lucas | 9,600 | Dracula's Castle | •Hazard: Slumber Floor | •The floor is sleep-inducing •The enemy's melee blows will heal them when they hit |
Dwelling of Doom |
As a minion
Spirit | Battle parameters | Inspiration | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
No. | Image | Name | Series | Enemy Fighter(s) | Type | Power | Stage | Rules | Conditions | Music | Character |
307 | Slugger & Green Glove | Yoshi | •Ness •Lucas |
1,500 | Yoshi's Island | •Item: Beastball | •The enemy starts the battle with a Home-Run Bat | Obstacle Course - Yoshi's Island | Green Glove | ||
581 | Flint | Earthbound series | •Snake •Lucas |
4,200 | Onett (Battlefield form) | •Hazard: Lava Floor | •The floor is lava •The enemy starts the battle with a Franklin Badge |
Mother 3 Love Theme | Claus | ||
582 | Hinawa | Earthbound series | •Zelda •Lucas (×2) () |
13,100 | Yoshi's Island | •Easy to Launch | •All fighters are easy to launch | Mother 3 Love Theme | Lucas and Claus | ||
583 | Boney | Earthbound series | •Duck Hunt •Lucas |
1,500 | Onett | N/A | •Take your strongest team into this no-frills battle | Mother 3 Love Theme | Lucas | ||
1,116 | Pitcher & Batter | Baseball | •Ness •Lucas (×2) |
1,700 | Pokémon Stadium 2 (Ω form) | •Item Tidal Wave •Item: Sports |
•The enemy favors side smash attacks •The enemy starts the battle with a Home-Run Bat •Certain items will appear in large numbers |
Baseball (Training) | Catcher(s) |
Alternate costumes
Gallery
Taunting on Green Greens.
Lucas using his Rope Snake on Skyloft.
Using PSI Magnet near the Black Hole item on Skyworld.
Lucas holding a Master Ball on Castle Siege.
Lucas approaching Gray Fox on Golden Plains.
Lucas and Diddy Kong being attacked by Marshadow on the Bridge of Eldin.
Lucas getting attacked by Rathalos on Garden of Hope.
Snake with Lucas' Rope Snake on Pokémon Stadium 2.
Character Showcase Video
Trivia
- Because Lucas' PSI-based attacks now have light blue effects, this creates an inconsistency with his artwork in the panoramic "Everyone Is Here!" illustration, which features his former pink-and-yellow PSI effects.
- Lucas' character portrait is based off of his side taunt.
- Lucas is in Kirby's Classic Mode unlock column, the same one as Ness.
- Lucas is the first and only Brawl newcomer to receive a completely new victory theme.
- While holding a small item, Lucas still reverts to Ness's Brawl idle animation despite Ness receiving a new one.
- There's a bug regarding Lucas's forward smash where the stick won't shrink inside his hand when done while facing left.
- Additionally, there's another bug regarding Lucas's backward knockback animation in which he "snaps" into his tumbling animation.
EarthBound (Mother) universe | |
---|---|
Fighters | Ness (SSB · SSBM · SSBB · SSB4 · SSBU) · Lucas (SSBB · SSB4 · SSBU) |
Assist Trophies | Jeff · Starman |
Bosses | Porky Statue · Porky |
Stages | Onett · Fourside · New Pork City · Magicant |
Items | Mr. Saturn · Franklin Badge · Ramblin' Evil Mushroom |
Enemies | Devil Car · Starman |
Other | Boney · Flying Man · Kumatora · Paula · Poo · Rope Snake · Ultimate Chimera |
Trophies, Stickers and Spirits | Trophies (SSBM · SSBB · SSB4) · Stickers · Spirits |
Music | Brawl · SSB4 · Ultimate |
Masterpiece | EarthBound |