Lucas (SSB4): Difference between revisions

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→‎Changes from Brawl: Small rewrite.
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==Changes from ''Brawl''==
==Changes from ''Brawl''==
In the transition from ''Brawl'' to ''Smash 4'', Lucas was mostly nerfed but has been given a few buffs to compensate. The most notable improvements being that his 10 extra frame grab release animation (which was one of his most significant flaws (shared with {{SSB4|Ness}})) has been removed. His recovery has been considerably buffed, with an increase in distance traveled by PK Thunder 2, as well as his Tether recovery gaining more range and a new hitbox that deals damage. He has also seen indirect buffs from the nerfing of characters who [[Counter (matchup)|hard countered]] him in ''Brawl'', such as {{SSB4|Marth}}. This generally results in him being better relative to the rest of the cast.
Lucas was overall [[nerf]]ed in his transition from ''Brawl'' to ''Smash 4'', but has been given a few buffs to compensate; his 10 extra frame grab release animation (which was one of his most significant flaws (shared with {{SSB4|Ness}})) has been removed. His recovery has been improved with an increase in distance travelled by PK Thunder 2, as well as his Tether recovery gaining more range and a new hitbox that deals damage. He has also seen indirect buffs from the nerfing of characters who [[Counter (matchup)|hard countered]] him in ''Brawl'', such as {{SSB4|Marth}}. This generally results in him being better relative to the rest of the cast.


However, he can no longer use the Zap Jump or Magnet Pull, which were his two most pivotal techniques in ''Brawl''. Many of his attacks deal less damage, have reduced range and increased cool down; his aerials can no longer auto cancel in a short hop which significantly hurts his already poor approach and landing options. He additionally has a harder time KO'ing because of his forward smash, up smash, forward air, neutral air and down throw having reduced knockback.
However, he can no longer use Zap Jump or Magnet Pull, which were his two most pivotal techniques in ''Brawl''. Many of his attacks deal less damage, knockback, have reduced range and increased cool down; his aerials can no longer auto cancel in a short hop which significantly hurts his already poor approach and landing options. He additionally has a harder time KO'ing because of his forward smash, up smash, forward air, neutral air and down throw having reduced knockback alongside the loss of his advanced techniques.


Lucas has received minor buffs in patch 1.1.0, most notably the cool down reductions on all his grabs and subtle range improvements in forward and down tilt (though they still do not match up to his range in ''Brawl'').
Lucas has received minor buffs in patch 1.1.0, with the most notable changes being cool down reductions on all his grabs and subtle range improvements in forward and down tilt (though they still do not match up to his range in ''Brawl'').
===Aesthetics===
===Aesthetics===
Like Ness, Lucas is slightly taller and thinner, with a smaller and more proportionate head. Lucas' colors are more vibrant; his shirt now has completely horizontal stripes, he has a more rosy blush and has lost the blue hue in his eyes.   
Like Ness, Lucas is slightly taller and thinner, with a smaller and more proportionate head. Lucas' colors are more vibrant; his shirt now has completely horizontal stripes, he has a more rosy blush and has lost the blue hue in his eyes.   
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===Attributes===
===Attributes===
*{{buff|The extra 10 frames of Lucas' grab release have been removed, putting him in line with all other characters.}}
*{{buff|The extra 10 frames of Lucas' grab release have been removed and normalized.}}
*{{buff|Jumpsquat is 1 frame faster (5 → 4 frames).}}
*{{buff|Jumpsquat is 1 frame faster (5 → 4 frames).}}
*{{buff|Lucas has a higher [[fast fall]] speed (1.918 → 2.192) which makes him less vulnerable to juggling.}}
*{{buff|Lucas has a higher [[fast fall]] speed (1.918 → 2.192) which makes him less vulnerable to juggling.}}
*{{nerf|Lucas can no longer use the [[Zap Jump]] or Magnet Pull, limiting his advanced player options.}}
*{{nerf|[[Zap Jump]] and Magnet Pull have been removed, limiting Lucas' advanced player options.}}


===Ground attacks===
===Ground attacks===
*{{nerf|Damage reductions on neutral attack (10% → 8.5%), up tilt (11% → 9.5%), down tilt (6% → 3%) and sourspot forward tilt (9% → 7.5%).}}
*{{nerf|Damage reductions on neutral attack (10% → 8.5%), up tilt (11% → 9.5%), down tilt (6% → 3%) and sourspot forward tilt (9% → 7.5%).}}
*{{buff|[[Neutral attack]] connects reliably.}}
*{{buff|[[Neutral attack]]'s initial hits send at a higher trajectory which increases its combo reliability.}}
*{{buff|[[Dash attack]] has reduced start-up (frame 17 → 15) with less cool down ([[IASA]] frame 42 → 39). The sweetspot is now located at the tip and deals 1% more damage (12% → 13%) with horizontal knockback.}}
*{{buff|[[Dash attack]] has reduced start-up (frame 17 → 15) with less cool down ([[IASA]] frame 42 → 39). The sweetspot is now located at the tip and deals 1% more damage (12% → 13%) with horizontal knockback.}}
*{{nerf|Sourspotted dash attack deals less damage (10% → 9%) with slightly decreased knockback.}}
*{{nerf|Sourspotted dash attack deals less damage (10% → 9%) with decreased knockback.}}
*{{buff|[[Up tilt]] has less cool down (IASA frame 40 → 37).}}
*{{buff|[[Up tilt]] has reduced cool down (IASA frame 40 → 37).}}
*{{buff|[[Down tilt]]'s close-up hitbox has a vertical trajectory which gives it better combo potential at high percent.}}
*{{buff|[[Down tilt]]'s point-blank hitbox now weakly sends opponents in the air which gives it better combo potential at higher percent.}}
*{{nerf|Down tilt no longer trips opponents, has slightly reduced range and increased cool down (IASA frame 14 → 16).}}
*{{nerf|Down tilt no longer trips opponents, has slightly reduced range and increased cool down (IASA frame 14 → 16).}}
*{{nerf|[[Forward tilt]] has increased start up (frame 6 → 7) and cool down (IASA frame 23 → 26).}}
*{{nerf|[[Forward tilt]] has increased start up (frame 6 → 7) and cool down (IASA frame 23 → 26).}}
*{{nerf|[[Up smash]] is weaker (50 base/85 growth → 48/77)}}, no longer being the strongest up smash in the game. It additionally has reduced hitbox sizes (14/13/12/10/10 units → 12/11/10/8/6.5).
*{{nerf|[[Up smash]] has reduced knockback (50 base/85 growth → 48/77)}}, no longer being the strongest up smash in the game. It additionally has reduced hitbox sizes (14/13/12/10/10u → 12/11/10/8/6.5u).
*{{nerf|[[Forward smash]] is weaker (base knockback 60 → 50) while also requiring to hit a sweetspot at the tip of the stick. It also has less active frames.}}
*{{nerf|[[Forward smash]] has reduced knockback (base knockback 60 → 50) and has gained a sourspot on all non tipper hitboxes that deals 1% less damage.}}
*{{nerf|[[Down smash]] has reduced range due to smaller hitbox sizes (10/12/14 units → 8/9.8/12).}}
*{{nerf|[[Down smash]] has reduced range (10/12/14u → 8/9.8/12u).}}
*{{buff|Down smash first hit has slightly more base knockback (40 → 43).}}
*{{buff|Down smash's first hit has increased base knockback (40 → 43).}}


===Aerial attacks===
===Aerial attacks===
*{{nerf|Damage reductions on neutral aerial (17% → 8%), forward aerial (12% → 11.5%) and down aerial (20% → 15.5%).}}
*{{nerf|Damage reductions on neutral aerial (17% → 8%), forward aerial (12% → 11.5%) and down aerial (20% → 15.5%).}}
*{{nerf|Neutral, forward and up aerial no longer auto cancel in a short hop due to drastically increased auto cancel timings, significantly hindering Lucas's approach and spacing options.}}
*{{nerf|Neutral, forward and up aerial no longer [[auto cancel]] in a short hop due to drastically increased auto cancel timings, significantly hindering Lucas's approach and spacing options.}}
*{{change|Neutral aerial has a different animation, with Lucas posing oddly throughout the move.}}
*{{change|Neutral aerial has a slightly altered animation with emphasis on the final hit.}}
*{{buff|[[Neutral aerial]] connects reliably with the final hit sending opponents at 60 degrees above Lucas, making it an effective combo starter with its reduced base knockback (70 → 40). It also has less landing lag (18 → 13 frames).}}
*{{buff|[[Neutral aerial]] connects reliably with the final hit sending opponents at 60 degrees above Lucas, making it an effective combo starter with its reduced base knockback (70 → 40) and landing lag (18 → 13 frames).}}
*{{nerf|Neutral aerial has increased start-up (frame 5 → 7) and higher aerial cool down (IASA frame 40 → 45).}}
*{{nerf|Neutral aerial has increased start-up (frame 5 → 7) and higher aerial cool down (IASA frame 40 → 45).}}
*{{nerf|[[Forward aerial]] has a smaller hitbox (5.5 units 5) and reduced active frames for the late hit (6 frames → 2 frames).}}
*{{nerf|[[Forward aerial]] has a smaller hitbox (5.5u 5u) and reduced active frames for the late hit (6 frames → 2).}}
*{{buff|[[Back aerial]]'s non meteor smash sweetspot deals more damage (10% → 12%) which notably increases its knockback.}}
*{{buff|[[Back aerial]]'s non-meteor sweetspot deals more damage (10% → 12%) which increases its knockback.}}
*{{nerf|[[Up aerial]] has increased start-up (frame 5 → 7), fewer active frames (6 frames → 3 frames) and a much smaller hitbox (7 units → 5.2) that is no longer attached to Lucas's head animation, making the range static and misleading.}}
*{{nerf|[[Up aerial]] has increased start-up (frame 5 → 7), fewer active frames (6 frames → 3) and a much smaller hitbox (7u → 5.2u) that is no longer attached to Lucas's head animation, making the range static and misleading.}}
*{{buff|Up aerial sends at 80 degrees which helps it KO earlier despite the same knockback values.}}
*{{buff|Up aerial sends at 80 degrees which helps it KO earlier despite identical knockback values.}}
*{{nerf|[[Down aerial]] has increased start-up (frame 4 → 10) which hurts its reliability against smaller grounded targets. It also has a significantly higher auto cancel timing (frame 35 → 48).}}
*{{nerf|[[Down aerial]] has increased start-up (frame 4 → 10) which hurts its reliability against smaller grounded targets. It also has moderately pushed back auto cancel timings (frame 35 → 48).}}
*{{buff|[[Down aerial]] has less landing lag (28 → 24 frames).}}
*{{buff|[[Down aerial]] has less landing lag (28 → 24 frames).}}
*{{buff|[[Rope Snake]] covers much more distance as a [[tether]] and now has a hitbox which deals up to 4% damage with horizontal knockback and very low landing lag.}}
*{{buff|[[Rope Snake]] covers much more distance as a [[tether]] and now has a hitbox which deals up to 4% damage with horizontal knockback.}}


===Throws/other attacks===
===Throws/other attacks===
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