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It does disappear when it collides with a hard [[platform]] or wall. It also disappears when an opponent hits Lucas while he is doing the attack. PK Thunder 2 sends him a much greater distance than Ness', making it a much safer and reliable [[recovery]] and allows him to safely go far off to the sides or far below the stage to edge-guard his opponents, though it lacks the early KO potential of its counterpart. Thanks to these special moves, Lucas has a very potent edge-guarding game. | It does disappear when it collides with a hard [[platform]] or wall. It also disappears when an opponent hits Lucas while he is doing the attack. PK Thunder 2 sends him a much greater distance than Ness', making it a much safer and reliable [[recovery]] and allows him to safely go far off to the sides or far below the stage to edge-guard his opponents, though it lacks the early KO potential of its counterpart. Thanks to these special moves, Lucas has a very potent edge-guarding game. | ||
Finally, PSI Magnet absorbs energy based [[projectile]]s. The amount of damage it heals depends on the projectile's power as it heals 1,66x more as the projectile capping at 30%. This makes the move useful for improving Lucas' survivability and to discourage projectile camping from characters with energy projectiles. If projectiles are absorbed while grounded, the end lag after the absorption can be cancelled on the same frame as the absorption with a jump, dodge, or spot dodge, improving the move's safety on the ground. The initial startup of the move contains a windbox that will pull opponents closer to Lucas, in the air, the strength of the windbox scales based on the opponents percentage, which can be useful for setting up an edge-guard situation. The move also has a semi-spike hitbox upon releasing the special button. Said hitbox is also one of the safest non projectile moves on shield in the game (being +0 on block), and can lead into some combos at low percentages and KO opponents at high percentages. | Finally, PSI Magnet absorbs energy based [[projectile]]s. The amount of damage it heals depends on the projectile's power as it heals 1,66x more as the projectile capping at 30%. This makes the move useful for improving Lucas' survivability and to discourage projectile camping from characters with energy projectiles. If projectiles are absorbed while grounded, the end lag after the absorption can be cancelled on the same frame as the absorption with a jump, dodge, or spot dodge, improving the move's safety on the ground. The initial startup of the move contains a windbox that will pull opponents closer to Lucas, in the air, the strength of the windbox scales based on the opponents percentage, which can be useful for setting up an edge-guard situation. The move also has a semi-spike hitbox upon releasing the special button. Said hitbox is also one of the safest non projectile moves on shield in the game (being +0 on block), and can lead into some combos at low percentages (examples of low %combos:Magnet --> dash attack and magnet--> zair at low) and KO opponents at high percentages. | ||
However, Lucas is not without his drawbacks. Because grabs out of shield have an additional 4 frames of start-up in ''Ultimate'' and Lucas lacks a very fast aerial or up smash, his out of shield game is one of the slowest among the cast. Additionally, because his overall grounded mobility is average at best, Lucas primarily struggles with rushdowns, as he can find it difficult to keep out the opponent with forward air and forward tilt. Lucas also struggles in disadvantage, as he doesn't have a good hitbox under him to force landings and being floaty makes him extremely susceptible to getting juggled. Lastly, Lucas' combo game even though extremely deadly and having safe starters is also slow thus requires a read and additional high execution in order to get high damage started. In the end, Lucas fits into the disjoint zoner type and plays best when controlling foes' space and options. | However, Lucas is not without his drawbacks. Because grabs out of shield have an additional 4 frames of start-up in ''Ultimate'' and Lucas lacks a very fast aerial or up smash, his out of shield game is one of the slowest among the cast. Additionally, because his overall grounded mobility is average at best, Lucas primarily struggles with rushdowns, as he can find it difficult to keep out the opponent with forward air and forward tilt. Lucas also struggles in disadvantage, as he doesn't have a good hitbox under him to force landings and being floaty makes him extremely susceptible to getting juggled. Lastly, Lucas' combo game even though extremely deadly and having safe starters is also slow thus requires a read and additional high execution in order to get high damage started. In the end, Lucas fits into the disjoint zoner type and plays best when controlling foes' space and options. |
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