82
edits
No edit summary |
Queen Noob (talk | contribs) (Added revisions. Move set data still needed.) |
||
Line 35: | Line 35: | ||
*{{change|Aura mechanics revamped as described above.}} | *{{change|Aura mechanics revamped as described above.}} | ||
*{{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.}} | ||
==Revisions== | |||
===2.5b=== | |||
*{{buff|Is now able to on-hit cancel during hitlag, which also effectively reduces the startup of the move by 1, and is able to OHC using the C-Stick during hitlag.}} | |||
*{{buff|Jab 2 hits and can transition into jab 3 slightly faster to match the animation.}} | |||
*{{buff|Jab 3 hits and ends earlier in the animation, reaches crouching and landing opponents better, and base knockback and angle lowered slightly.}} | |||
*{{buff|Dash attack weak hitbox ends sooner when he lowers his leg and the graphic ends, angle lowered a bit, and has less base knockback and more growth.}} | |||
*{{buff|Forward tilt hitbox comes out sooner, his arm during the swing is intangible, and IASA is much earlier.}} | |||
*{{buff|Down tilt foot aura hitbox does more damage and meteors against grounded foes.}} | |||
*{{buff|Neutral air has new graphical and sound effects, and damage and knockback are increased.}} | |||
*{{buff|Forward air autocancels sooner, strong hit has slightly reduced base knockback, increased growth, and lasts slightly longer.}} | |||
*{{buff|Back air hand aura hitbox on strong hit does more damage, base knockback, and has a more horizontal trajectory.}} | |||
*{{buff|Up air foot aura hitbox does slightly more damage, base knockback, growth, and sends more vertically.}} | |||
*{{buff|Dash grab and turn grab have a third grab box added.}} | |||
*{{buff|Up throw release point adjusted to be more in front and look less awkward, and knockback growth increased significantly.}} | |||
*{{buff|[[Double Team]] is reversible and preserves horizontal momentum on startup.}} | |||
*{{buff|[[Double Team]] movement during dash increased and smoothed out to provide more momentum when canceled at any length, goes a slightly longer distance overall, and in the air transitions into fall better.}} | |||
*{{nerf|Back air weak late hit removed.}} | |||
*{{nerf|Aerial super [[Force Palm]]s throw knockback growth reduced a bit.}} | |||
*{{change|Lucario's glowing hands for the first charge towards a super are fainter and blue, second charge is white when he has two.}} | |||
*{{change|All of Lucario's hitbox placements, sizes, and durations cleaned up. Graphical effects adjusted to, in most cases, represent the outermost hitboxes.}} | |||
*{{change|Jabs, dash ttack, forward/up/down tilt are now SDIable like normal.}} | |||
*{{change|Jab 2 and forward smash are slightly more advantaged on block.}} | |||
*{{change|Jab 3, forward tilt, and up tilt are more advantaged on block.}} | |||
*{{change|dash Attack, down tilt, and down smash are slightly less advantaged on block.}} | |||
*{{change|Many of Lucario's sound effect timings corrected.}} | |||
*{{change|Spot dodge invincibility duration adjusted to be more appropriate for its total duration compared to the next best dodge tier.}} | |||
*{{change|Jab 1 & 2 inner hits link better into the next jab.}} | |||
*{{change|Dash attack no longer buffers into special moves on hit by holding down the special button, and works like any other OHC input that requires pressing the button.}} | |||
*{{change|Dash attack has new graphical effects, uses aura element, travels a shorter distance, and IASA is a bit later.}} | |||
*{{change|Dash attack strong hit duration shortened to be able to space for the weak hit better, sends much more horizontally except for at the foot aura hitbox, and knockback adjusted slightly.}} | |||
*{{change|Forward tilt has a lower angle, more base knockback, and less growth.}} | |||
*{{change|Down tilt startup greatly reduced, damage decreased slightly, and IASA is earlier.}} | |||
*{{change|Forward smash hitbox ends sooner, slightly less base knockback on weak hit, and momentum is preserved on startup to be able to slide during it.}} | |||
*{{change|Up smash charges up properly, scaling damage and knockback accordingly when charged.}} | |||
*{{change|Up smash animation cleaned up, has an aura trail added to the fist, and he steps into the move instead of back giving it much more range.}} | |||
*{{change|Up smash links better, is able to cancel into landing while moving downwards, and knockback growth on the final hit decreased slightly.}} | |||
*{{change|Down smash startup greatly reduced, knockback growth decreased slightly, and inside hitbox on his front side is clankable like the other three hitboxes.}} | |||
*{{change|Forward air foot aura hitbox on strong hit does increased damage, base knockback, and has a more vertical trajectory.}} | |||
*{{change|Forward air weak hit damage decreased slightly, knockback growth increased, and the hit duration is reduced.}} | |||
*{{change|Back air strong hit does slightly more damage, has less base knockback and growth, and lasts slightly longer.}} | |||
*{{change|Up air autocancels sooner, IASA is much earlier, and knockback growth and hit duration are decreased.}} | |||
*{{change|Down air second hit has less base knockback and more growth.}} | |||
*{{change|Forward throw startup speed adjusted to look more like a throw than a spasm.}} | |||
*{{change|Down throw speed is weight dependent and has significantly less startup to be harder to DI.}} | |||
*{{change|Down throw damage and angle decreased slightly, has less base knockback, and more growth.}} | |||
*{{change|Quick get up attack does not whiff when they are standing very close to the edge.}} | |||
*{{change|[[Aura Sphere]] charge cancel now has its own animation which allows canceling into wait instead of into Shield, and the charge hits' hitlag is increased.}} | |||
*{{change|Super [[Force Palm]] and [[ExtremeSpeed]] are no longer activated with the C-Stick.}} | |||
*{{change|[[Force Palm]]s grab has more startup, but grab duration is slightly longer.}} | |||
*{{change|[[Force Palm]]s attack hitboxes adjusted in damage and knockback, with the closest being the strongest.}} | |||
*{{change|Grounded [[Force Palm]]s near instant interrupt removed, animation shortened, and the Normal version has less base knockback and more growth.}} | |||
*{{change|[[ExtremeSpeed]] hitboxes adjusted so that the final hit will actually come out before the animation ends, and has a hitbox when grabbing the edge.}} | |||
*{{change|[[ExtremeSpeed]] uses weight dependent set knockback on multihits and super cancel instead of base knockback and no growth, and the multihits are not as SDIable.}} | |||
*{{change|[[ExtremeSpeed]] and [[Double Team]] have priority over [[Force Palm]] for OHCs when inputting diagonally.}} | |||
*{{change|[[Double Team]] startup increased significantly, but is intangible when he begins to move instead of partially into the dash.}} | |||
===2.6b=== | |||
*{{buff|Aerial [[Force Palm]] grab collisions adjusted to cover slightly more vertical area.}} | |||
*{{buff|[[Double Team]] can be interrupted sooner on the ground.}} | |||
*{{change|Forward tilt animation improvements, and provides more forward momentum when canceled early.}} | |||
*{{change|Aura Sphere charge ball startup begins hitting slightly later and is held closer in at the start to not interfere with knockback as easily when canceled into during hitlag.}} | |||
*{{change|Fixed a glitch with aerial [[Force Palm]] used directly out of hitstun where Lucario would fall after grabbing an enemy.}} | |||
*{{change|[[ExtremeSpeed]] cancel end animation transitions better into fall.}} | |||
===3.0=== | |||
*{{buff|Lucario starts each stock with an Aura charge.}} | |||
*{{buff|Neutral air is now a multi-hit aerial with similar power.}} | |||
*{{buff|Up throw has slightly less endlag.}} | |||
*{{buff|Down throw has slightly less total duration.}} | |||
*{{buff|[[Double Team]] has less startup and is invincible slightly longer. Same total duration.}} | |||
*{{buff|Final Smash beam is larger, turns faster and further, and is more powerful.}} | |||
*{{nerf|Wallcling can no longer be activated out of [[ExtremeSpeed]] Ending.}} | |||
*{{change|Fully charge Aura Sphere travels slightly slower.}} | |||
*{{change|Aura Sphere charging scales travel speed slightly more quickly.}} | |||
==Moveset== | ==Moveset== |
edits