Project M

Lucario (PM): Difference between revisions

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==Attributes==
==Attributes==
Lucario is effectively a completely different character in PM than it is in ''Brawl''. Its previous main attribute, that of [[aura]] increasing its damage output when it's at high percentages, has been completely removed and replaced with a system that mimics behaviour of traditional fighting games.
Firstly, Lucario has command of a type of [[interruptibility]] termed a "magic series". There are two lists of attack types: "neutral/dash, tilt, smash, special" and "aerial, special". If Lucario hits a foe or a shield with an attack, it can immediately interrupt the attack's ending lag with any attack that's next in the list. The string can begin at any point and can skip over items in the middle, but cannot go backwards or link into itself. For example, connecting with a neutral attack allows Lucario to instantly use a tilt, smash attack, or special attack, while hitting with a smash will allow any special attack. This allows Lucario to string together up to 4 attacks extremely quickly.
Secondly, every attack landed by Lucario gives it "aura points", equal to 1.2x the damage dealt (if a shield is it, 0.6x is earned instead). Upon accumulating 50 aura points in one stock, Lucario earns an "aura charge" that it can spend to amplify the power of a special move. Lucario can hold 2 charges (which takes just over 83% damage to build up), but loses all its points and charges if it is KO'd.
With these two mechanics put together, Lucario's goal is to put together long combos to rack up damage and finish the opponent with a powered-up special move.


===Changes from ''Brawl'' to PM===
===Changes from ''Brawl'' to PM===
*{{change|Aura mechanics revamped as described above.}}
*{{buff|Up smash is now a leaping uppercut with repeating hitboxes leading to a strong final hit. It deals up to 19% damage, and can be jump canceled on hit and turned around during start-up. It has overall much more utility than the ''Brawl'' up smash.}}
*{{buff|Up smash is now a leaping uppercut with repeating hitboxes leading to a strong final hit. It deals up to 19% damage, and can be jump canceled on hit and turned around during start-up. It has overall much more utility than the ''Brawl'' up smash.}}
*{{buff|[[Force Palm]] functions as a grab that can be used in a magic series. In the air it will also grab, but will instead [[meteor smash]] the opponent. The grounded super version gains knockback, and the aerial version will [[spike]] the opponent instead of meteor smashing them (as it sends them at a more diagonal angle). It overall has more versatility and usefulness than the ''Brawl'' Force Palm.}}
*{{buff|[[ExtremeSpeed]] deals slight damage and knockback with repeating hitboxes (up to 9%). The super version cancels the move with a pelvic thrust that does 3% damage with slight knockback, which can be canceled into any action except another ExtremeSpeed.}}
*{{nerf|[[Aura Sphere]] moves slower the more charged it is and only has four charge levels.}}
**{{buff|A "fifth level" of charge can be used by launching the projectile two frames before it is fully charged. The super version of this attack is an extremely large Aura Bomb that moves even slower than the normal fully charged version and does much greater knockback and damage (25%). It also has hitboxes around Lucario on startup.}}
*{{change|All of ''Brawl'''s aura mechanics have been removed, so current percentage no longer has an effect on damage or projectile size.}}
*{{change|Lucario has been altered to act more like a traditional fighting game character in two main ways.}}
**{{change|Connecting with moves allows Lucario to immediately cancel it into another move of a specific type. This forms a "magic series" of moves that can be strung together very quickly. The two series are Jab/Dash → Tilt → Smash → Special and Aerial → Special.}}
**{{change|Dealing damage gives Lucario "aura points" equal to 1.2x the damage dealt (half that if shielded). Accumulating 50 points gives Lucario an "aura charge". Aura charges are used by pressing the attack button during a special move in order to use a super version of that move. Lucario can hold 2 aura charges and loses all charges and points when it is KO'd.}}
*{{change|Neutral aerial is now a spinning hurricane kick that does 15% damage, and lingers after a strong initial hit.}}
*{{change|Neutral aerial is now a spinning hurricane kick that does 15% damage, and lingers after a strong initial hit.}}
*{{buff|Each special move has a "super" version, utilized by having an aura charge ready and pressing both "attack" and "special attack".}}
*{{nerf|[[Aura Sphere]] moves slower the more charged it is and has fewer charge levels.}}
*{{buff|[[Force Palm]] can be used in a series and [[meteor smash]]es aerially-grabbed opponents.}}
*{{buff|[[ExtremeSpeed]] deals slight damage and knockback with repeating hitboxes (up to 9%).}}
*{{change|[[Double Team]] is no longer a counter. It is now a short dash which grants invincibility. While in the air, Lucario will dash diagonally downwards. It can be canceled by any normal attack at the cost of one aura charge.}}
*{{change|[[Double Team]] is no longer a counter. It is now a short dash which grants invincibility. While in the air, Lucario will dash diagonally downwards. It can be canceled by any normal attack at the cost of one aura charge.}}


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|-
|-
!Neutral special
!Neutral special
| || ||
|Aura Sphere|| ||Has only five levels of charge, the final one being available for only two frames before full charge. The super version of this attack is an extremely large Aura Bomb that moves even slower than the normal fully charged version and does much greater knockback and damage (25%). It also has hitboxes around Lucario on startup.
|-
|-
!Side special
!Side special
| || ||
|Force Palm|| ||Acts as a meteor smash when grabbing an opponent in the air. The grounded super version gains knockback, and the aerial version will [[spike]] the opponent instead of meteor smashing them (as it sends them at a more diagonal angle).
|-
|-
!Up special
!Up special
| || ||
|ExtremeSpeed|| ||The super version cancels the move with a pelvic thrust that does 3% damage with slight knockback, which can be canceled into any action except another ExtremeSpeed.
|-
|-
!Down special
!Down special
| || ||
|Double Team|| ||
|-
|-
!Final Smash
!Final Smash

Revision as of 13:23, November 25, 2013

Stub.png
For the unmodded version of Lucario, see Lucario (SSBB).
Lucario
in Project M and Project+
Lucario SSBB.jpg
PokemonSymbol.svg
Universe Pokémon
Base game appearance Brawl
Lucario (SSBB)

Lucario is a playable character in the Brawl mod Project M.

Attributes

Lucario is effectively a completely different character in PM than it is in Brawl. Its previous main attribute, that of aura increasing its damage output when it's at high percentages, has been completely removed and replaced with a system that mimics behaviour of traditional fighting games.

Firstly, Lucario has command of a type of interruptibility termed a "magic series". There are two lists of attack types: "neutral/dash, tilt, smash, special" and "aerial, special". If Lucario hits a foe or a shield with an attack, it can immediately interrupt the attack's ending lag with any attack that's next in the list. The string can begin at any point and can skip over items in the middle, but cannot go backwards or link into itself. For example, connecting with a neutral attack allows Lucario to instantly use a tilt, smash attack, or special attack, while hitting with a smash will allow any special attack. This allows Lucario to string together up to 4 attacks extremely quickly.

Secondly, every attack landed by Lucario gives it "aura points", equal to 1.2x the damage dealt (if a shield is it, 0.6x is earned instead). Upon accumulating 50 aura points in one stock, Lucario earns an "aura charge" that it can spend to amplify the power of a special move. Lucario can hold 2 charges (which takes just over 83% damage to build up), but loses all its points and charges if it is KO'd.

With these two mechanics put together, Lucario's goal is to put together long combos to rack up damage and finish the opponent with a powered-up special move.

Changes from Brawl to PM

  • Change Aura mechanics revamped as described above.
  • Buff Up smash is now a leaping uppercut with repeating hitboxes leading to a strong final hit. It deals up to 19% damage, and can be jump canceled on hit and turned around during start-up. It has overall much more utility than the Brawl up smash.
  • Change Neutral aerial is now a spinning hurricane kick that does 15% damage, and lingers after a strong initial hit.
  • Buff Each special move has a "super" version, utilized by having an aura charge ready and pressing both "attack" and "special attack".
  • Nerf Aura Sphere moves slower the more charged it is and has fewer charge levels.
  • Buff Force Palm can be used in a series and meteor smashes aerially-grabbed opponents.
  • Buff ExtremeSpeed deals slight damage and knockback with repeating hitboxes (up to 9%).
  • Change Double Team is no longer a counter. It is now a short dash which grants invincibility. While in the air, Lucario will dash diagonally downwards. It can be canceled by any normal attack at the cost of one aura charge.

Moveset

Up to date as of [version].

Name Damage Description
Neutral attack
Forward tilt
Up tilt
Down tilt
Dash attack
Forward smash
Up smash
Down smash
Neutral aerial
Forward aerial
Back aerial
Up aerial
Down aerial
Grab
Pummel
Forward throw
Back throw
Up throw
Down throw
Floor attack (front)
Floor attack (back)
Floor attack (trip)
Edge attack (fast)
Edge attack (slow)
Neutral special Aura Sphere Has only five levels of charge, the final one being available for only two frames before full charge. The super version of this attack is an extremely large Aura Bomb that moves even slower than the normal fully charged version and does much greater knockback and damage (25%). It also has hitboxes around Lucario on startup.
Side special Force Palm Acts as a meteor smash when grabbing an opponent in the air. The grounded super version gains knockback, and the aerial version will spike the opponent instead of meteor smashing them (as it sends them at a more diagonal angle).
Up special ExtremeSpeed The super version cancels the move with a pelvic thrust that does 3% damage with slight knockback, which can be canceled into any action except another ExtremeSpeed.
Down special Double Team
Final Smash

In competitive play

Notable players

External links