Lucas (PM): Difference between revisions
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Queen Noob (talk | contribs) (Revisions added. Move set descriptions still needed.) |
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Cosmetic-wise, Lucas is given an alternate costume based on a segment in ''{{s|wikibound|Mother 3}}'' where Lucas is mistook for the Pigmasks' general, the Masked Man, and passes as him for a while. | Cosmetic-wise, Lucas is given an alternate costume based on a segment in ''{{s|wikibound|Mother 3}}'' where Lucas is mistook for the Pigmasks' general, the Masked Man, and passes as him for a while. | ||
==Revisions== | |||
===2.5b=== | |||
*{{buff|PK Thunder no longer dies when entering the side blast zones, and does not clip stages as easily.}} | |||
*{{buff|PK Thunder no longer dies when Lucas is hit, and instead becomes unfriendly towards any player and continuing in the same direction before he got hit.}} | |||
*{{buff|PKT2 ending is not as short and is able to grab the edge backwards.}} | |||
*{{buff|PK Freeze has less hitlag and is now SDIable.}} | |||
*{{nerf|Tether no longer has a hitbox attached to it when it is grabbing the ledge.}} | |||
*{{change|Cliff jump height slightly reduced.}} | |||
*{{change|Air jump animations cleaned up.}} | |||
*{{change|Boost smash window adjusted to be more appropriate for his jump speed.}} | |||
*{{change|Forward smash angled up does slightly more damage while angled down does slightly less.}} | |||
*{{change|Down smash is two parts just like Link's forward smash.}} | |||
*{{change|Neutral air now uses weight dependent set knockback on linking hits and is slightly more SDIable.}} | |||
*{{change|Forward air has normal hitlag.}} | |||
*{{change|Back air now uses the new light element effect.}} | |||
*{{change|Up air has normal hitlag, and now has a sweetspot that uses the new light element effect.}} | |||
*{{change|Grab animations edited to not look as awkward.}} | |||
*{{change|PSI Magnet has an actual start up animation, allowing reversals, but the hit and jump cancel timings remain the same as before.}} | |||
===2.6b=== | |||
*{{buff|Double jump animation tweaked to better evade chain grabs.}} | |||
*{{buff|Forward air electric sweetspot hitbox knockback improved to increase its kill potential. Damage is also slightly increased.}} | |||
*{{buff|Neutral B while holding Offense Up (OU) now has a quick burst hitbox that retains OU if the hit lands.}} | |||
*{{buff|PK Freeze on the ground has reduced endlag.}} | |||
*{{buff|PSI Magnet can be released during the absorb lag to go into the end animation afterwards, preventing rapid hitting projectiles like Fox's standing laser that can re-hit before the absorb lag ends from being able to trap him in it.}} | |||
*{{buff|PSI Magnet time to act after absorbing a projectile has been reduced.}} | |||
*{{nerf|Forward smash non-Offense Up has reduced knockback growth.}} | |||
*{{nerf|Forward smash non-Offense Up projectile reflection active frames reduced.}} | |||
*{{nerf|Up smash non-Offense Up has reduced knockback growth.}} | |||
*{{change|Fixed a bug with powershield reflect collision size.}} | |||
*{{change|Jab has been changed to be two hits with minor changes in functionality.}} | |||
*{{change|Up tilt hitboxes slightly tweaked so it makes more sense with the animation, also polished the move aesthetically.}} | |||
*{{change|Down Tilt animation angled slightly lower to shield poke better, also removed the sparkle graphic.}} | |||
*{{change|Forward smash Offense Up graphics shrunk.}} | |||
*{{change|Up smash non-Offense Up graphics shrunk to better match the hitboxes.}} | |||
*{{change|Up smash Offense Up electric graphics shrunk to better match hitboxes, also illuminates Lucas.}} | |||
*{{change|Neutral air animation has a more centered axis of rotation about Lucas's body and uses stationary hitboxes for more consistent coverage. Multi-hit trajectories are now location dependent and generate the proper amount of hitstun for their knockback.}} | |||
*{{change|Neutral air landing hitbox tweaked a bit to better reflect the animation, and now sends opponents behind Lucas backwards, instead of forwards.}} | |||
*{{change|Back air has been completely revamped to reflect his Brawl animation.}} | |||
*{{change|Down air has been completely revamped to reflect his Brawl animation.}} | |||
*{{change|Dash grab tweaked slightly to have the grab better match the animation.}} | |||
*{{change|Up throw hitboxes now cannot be clanked, fixing a bug that would have him freeze up similar to Diddy's up throw.}} | |||
*{{change|Up throw animation has been improved aesthetically.}} | |||
*{{change|Lucas's upper body cannot be hit during tether reel-in.}} | |||
*{{change|Ledge roll 100+ works properly on edges with steep slopes like Yoshi's Island: Brawl.}} | |||
*{{change|PK Thunder bolt (PKT1) altered slightly so that the tail flinch hits no longer overwrite the head hit.}} | |||
*{{change|PK Thunder(PKT2) multi-hits now use fixed knock-back. The hitboxes refresh every few frames but are now always out and active instead of turning off to refresh.}} | |||
*{{change|PSI Magnet time between refresh hits is slightly reduced.}} | |||
*{{change|PSI Magnet refresh hits in the air now pulls an aerial opponent down and towards him.}} | |||
*{{change|PSI Magnet multi-hit range more accurately matches release hitbox range.}} | |||
*{{change|PSI Magnet aesthetically changed to illuminate Lucas while active.}} | |||
*{{change|PSI Magnet release graphic no longer anchored to Lucas.}} | |||
*{{change|Up Taunt makes Lucas behave as if he actually tripped if held.}} | |||
===3.0=== | |||
*{{nerf|Down-b shield damage was significantly reduced.}} | |||
*{{change|Down-b repeating hitbox refresh rate was reduced.}} | |||
*{{change|Fixed a bug that prevented the >100% ledge roll animation from completing.}} | |||
==Moveset== | ==Moveset== |
Revision as of 01:10, March 26, 2014
Lucas in Project M and Project+ | |
---|---|
Universe | EarthBound |
Base game appearance | Brawl |
Moveset inspiration | Lucas (SSBB) |
Alternate costume | Masked Man Lucas |
Lucas is a playable character in the Brawl mod Project M.
Attributes
Changes from Brawl to PM
Lucas was heavily buffed from Brawl to Project M in his offensive game but slightly nerfed in his defensive game, as he now has much more options to combo, but less options to recover.
- Lucas can now double jump cancel with the same mechanics as Ness, making his combo game deadlier.
- Lucas has gained a long wavedash thanks to Project M's new physics, greatly bolstering his approach and positioning.
- Lucas's additional lag from a grounded grab release has been removed.
- Dash attack is much faster and is now cancelable, giving Lucas a very fast and long-ranged DACUS.
- Up tilt is now a flash kick in an arc-like fashion, which has more range and utility than his previous up tilt, and is a fantastic lead-up into combos or a down aerial.
- Neutral aerial links more fluidly and has less hits, while still dealing consistent damage.
- Forward and back aerial deal slightly more damage.
- Back aerial is slightly easier to sweetspot and spikes, making it a more reliable offstage finisher and edgeguarding option.
- Up aerial was given more juggling potential.
- Down aerial now only hits three times, but it no longer changes Lucas's momentum, is much faster, has a strong downwards trajectory on the third hit, and links into subsequent hits more fluidly. This makes it have more utility in combos, either as a starter or finisher.
- Zair now has a damaging hitbox, and is also generally better for recovering, as it can be used after an air dodge and ignores edge-hoggers thanks to Project M's new tether recovery mechanics.
- Down smash has much less starting and ending lag; its second hit is now optional, performed by pressing the attack button again. This allows Lucas to either get a quick smash attack in with a single hit, or punish crouch cancelers and pressure shields with a double hit, while before Lucas was forced to stay in place for a long time due to the attack's long duration.
- PK Freeze is replaced with a new special move called "Offense Up"; a charging move with storable charge similar to Giant Punch or Needle Storm, which increases the power of Lucas smash attacks' in addition to giving him a surrounding spark attack and keeping the charge when one of these attacks connects. This new addition over the generally competitively non-viable PK Freeze is considered a buff as it can allow stronger Lucas players to gain many quick and efficient KOs.
- PK Fire (now using the graphic of PK Freeze) has slightly decreased damage, but contains more hitlag and less knockback, and cancels upon landing, giving Lucas better follow-ups.
- PSI Magnet is now jump-cancelable, and it can now deal damage consecutively for the entire duration. Its release hitbox now sends up and over Lucas' head, improving its combo potential.
- Standing grab animation sped up slightly.
- All throws were sped up. Down throw also has decreased knockback scaling and sends enemies at a more favorable angle for follow-ups, while in Brawl it sent them diagonally away from Lucas.
- Double jump travels slightly less distance, and can no longer Zap Jump.
- Down tilt can no longer infinite.
- Up aerial now deals just 9% damage, no longer being a reliable KO move.
- Up smash has a slightly faster startup, but drastically less range and power.
- PK Thunder is now noticeably shorter, and PK Thunder 2's maximum damage was decreased. PK Thunder 2 no longer reliably links into itself, reducing its KO potential greatly.
- PSI Magnet is less effective at edgeguarding, and its absorbing hitbox's radius was reduced.
- Down throw's greatly decreased knockback scaling no longer makes it a KO move.
- Lucas now uses PSI instead of kicking for his jab, which links better for combos, but is in itself a poorer move as he only attacks twice; both attacks contain sourspots on his arms.
- Down tilt has more ending lag, but is a meteor smash and has stronger knockback, acting much like Zelda's d-tilt.
- Up throw now uses freezing graphics instead of PSI graphics.
- When using Lucas's up taunt, holding the input will actually make him trip, allowing situational mindgames.
Cosmetic-wise, Lucas is given an alternate costume based on a segment in Mother 3 where Lucas is mistook for the Pigmasks' general, the Masked Man, and passes as him for a while.
Revisions
2.5b
- PK Thunder no longer dies when entering the side blast zones, and does not clip stages as easily.
- PK Thunder no longer dies when Lucas is hit, and instead becomes unfriendly towards any player and continuing in the same direction before he got hit.
- PKT2 ending is not as short and is able to grab the edge backwards.
- PK Freeze has less hitlag and is now SDIable.
- Tether no longer has a hitbox attached to it when it is grabbing the ledge.
- Cliff jump height slightly reduced.
- Air jump animations cleaned up.
- Boost smash window adjusted to be more appropriate for his jump speed.
- Forward smash angled up does slightly more damage while angled down does slightly less.
- Down smash is two parts just like Link's forward smash.
- Neutral air now uses weight dependent set knockback on linking hits and is slightly more SDIable.
- Forward air has normal hitlag.
- Back air now uses the new light element effect.
- Up air has normal hitlag, and now has a sweetspot that uses the new light element effect.
- Grab animations edited to not look as awkward.
- PSI Magnet has an actual start up animation, allowing reversals, but the hit and jump cancel timings remain the same as before.
2.6b
- Double jump animation tweaked to better evade chain grabs.
- Forward air electric sweetspot hitbox knockback improved to increase its kill potential. Damage is also slightly increased.
- Neutral B while holding Offense Up (OU) now has a quick burst hitbox that retains OU if the hit lands.
- PK Freeze on the ground has reduced endlag.
- PSI Magnet can be released during the absorb lag to go into the end animation afterwards, preventing rapid hitting projectiles like Fox's standing laser that can re-hit before the absorb lag ends from being able to trap him in it.
- PSI Magnet time to act after absorbing a projectile has been reduced.
- Forward smash non-Offense Up has reduced knockback growth.
- Forward smash non-Offense Up projectile reflection active frames reduced.
- Up smash non-Offense Up has reduced knockback growth.
- Fixed a bug with powershield reflect collision size.
- Jab has been changed to be two hits with minor changes in functionality.
- Up tilt hitboxes slightly tweaked so it makes more sense with the animation, also polished the move aesthetically.
- Down Tilt animation angled slightly lower to shield poke better, also removed the sparkle graphic.
- Forward smash Offense Up graphics shrunk.
- Up smash non-Offense Up graphics shrunk to better match the hitboxes.
- Up smash Offense Up electric graphics shrunk to better match hitboxes, also illuminates Lucas.
- Neutral air animation has a more centered axis of rotation about Lucas's body and uses stationary hitboxes for more consistent coverage. Multi-hit trajectories are now location dependent and generate the proper amount of hitstun for their knockback.
- Neutral air landing hitbox tweaked a bit to better reflect the animation, and now sends opponents behind Lucas backwards, instead of forwards.
- Back air has been completely revamped to reflect his Brawl animation.
- Down air has been completely revamped to reflect his Brawl animation.
- Dash grab tweaked slightly to have the grab better match the animation.
- Up throw hitboxes now cannot be clanked, fixing a bug that would have him freeze up similar to Diddy's up throw.
- Up throw animation has been improved aesthetically.
- Lucas's upper body cannot be hit during tether reel-in.
- Ledge roll 100+ works properly on edges with steep slopes like Yoshi's Island: Brawl.
- PK Thunder bolt (PKT1) altered slightly so that the tail flinch hits no longer overwrite the head hit.
- PK Thunder(PKT2) multi-hits now use fixed knock-back. The hitboxes refresh every few frames but are now always out and active instead of turning off to refresh.
- PSI Magnet time between refresh hits is slightly reduced.
- PSI Magnet refresh hits in the air now pulls an aerial opponent down and towards him.
- PSI Magnet multi-hit range more accurately matches release hitbox range.
- PSI Magnet aesthetically changed to illuminate Lucas while active.
- PSI Magnet release graphic no longer anchored to Lucas.
- Up Taunt makes Lucas behave as if he actually tripped if held.
3.0
- Down-b shield damage was significantly reduced.
- Down-b repeating hitbox refresh rate was reduced.
- Fixed a bug that prevented the >100% ledge roll animation from completing.
Moveset
Up to date as of version 3.0.
Name | Damage | Description | |
---|---|---|---|
Neutral attack | 2 hits of 3% (6% total) | ||
Forward tilt | 11% (sweetspot), 9% (sourspot) | ||
Up tilt | 10% (sweetspot), 8% (sourspot) | ||
Down tilt | 8% (tip), 7% (body) | ||
Dash attack | 10% (clean), 7% (late) | ||
Forward smash | 16% (24% through Offense Up) | ||
Up smash | 21% (32% through Offense Up) | ||
Down smash | 17% per hit (26% through Offense Up) | ||
Neutral aerial | 4 hits of 2%, then 6% (14% total) | ||
Forward aerial | 12%-13% (sweetspot), 10% (sourspot) | ||
Back aerial | 15% | ||
Up aerial | 9% | ||
Down aerial | 3 hits of 5% (15% total) | ||
Grab aerial | 8% | ||
Grab | - | ||
Pummel | 3% | ||
Forward throw | 10% | ||
Back throw | 10% | ||
Up throw | 12% | ||
Down throw | 7% | ||
Floor attack (front) | |||
Floor attack (back) | |||
Floor attack (trip) | |||
Edge attack (fast) | 8% | ||
Edge attack (slow) | 10% | ||
Neutral special | Offense Up | 10% (spark) | When the special button is held, Lucas begins to channel psychic power, complete with a weak wind effect. After a few seconds, Lucas' hands glow with power and the next smash attack that he performs deals greater damage, shield damage, and knockback. A partial charge cannot be held - it must be completed all at once. While Offense Up is charged, Lucas can also press the special button to produce an spark-like attack around himself with little to no startup. Hitting with a smash attack or the spark will allow Lucas to keep the charge, whereas missing will deplete the charge. |
Side special | PK Freeze | 5% | |
Up special | PK Thunder | Bolt: 10% (head), 1% (tail); PK Thunder 2: 33% if all hits connect | |
Down special | PSI Magnet | 2% each hit | |
Final Smash | PK Starstorm | 14% each star |
In competitive play
Notable players
Palette swaps
Trivia
- In previous incarnations, Lucas's back aerial in Project M was replaced with an aerial roundhouse kick (similar to Ness's forward tilt) that dealt great knockback with high knockback scaling, while his down aerial, a guaranteed meteor smash, had him perform a flip kick downwards. These were later removed for subsequent versions of the mod, instead being restored to their Brawl iterations, but with many new buffs (as described above).
External links
Playable characters in Project M and Project+ | |
---|---|
Playable characters | Bowser (Giga Bowser) · Captain Falcon · Charizard · Diddy Kong · Donkey Kong · Falco · Fox · Ganondorf · Ice Climbers · Ike · Ivysaur · Jigglypuff · King Dedede · Kirby · Knuckles · Link · Lucario · Lucas · Luigi · Mario · Marth · Meta Knight · Mewtwo · Mr. Game & Watch · Ness · Olimar · Peach · Pikachu · Pit · R.O.B. · Roy · Samus · Sheik · Snake · Sonic · Squirtle · Toon Link · Wario (Wario-Man) · Wolf · Yoshi · Zelda · Zero Suit Samus |