Lucario (PM): Difference between revisions
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[[Category:Lucario]] | [[Category:Lucario]] | ||
[[Category:Characters (PM)]] | [[Category:Characters (PM)]] |
Revision as of 00:08, September 25, 2015
Lucario in Project M and Project+ | |
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Universe | Pokémon |
Base game appearance | Brawl |
Moveset inspiration | Lucario (SSBB) |
Alternate costume | Gi Lucario |
Lucario is a playable character in the Brawl mod Project M. Its mechanics between Brawl and Project M have been nearly entirely reimagined.
Attributes
Lucario is effectively a different character in PM than in Brawl. Its signature aura system, rather than increasing its damage output at high percentages and low stocks, now allows players to fill a "super meter" that they can drain to unleash more powerful attacks and abilities, similarly to traditional fighting games. In addition, it now possesses a combo system, and many of its attacks, such as its forward tilt and forward smash, have been redesigned to resemble attacks from more traditional fighting games.
Lucario has command of a type of interruptibility in the form of two "magic series": "neutral/dash, tilt, smash, special" and "aerial, special". If Lucario lands an attack on a foe or a shield, it can immediately cancel any endlag into any move farther forward on the respective list, allowing Lucario to string together up to 4 attacks extremely quickly.
Every attack landed by Lucario gives it "aura points", equal to 1.2x the damage dealt (0.6x when hitting a shield). 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 by pressing the special attack and neutral attack buttons simultaneously. Lucario can hold 2 charges or 100 aura points (which takes just over 83% damage to build up) and retains them between stocks.
With these two mechanics mind, Lucario's strategy is to string together long combos to rack up damage and finish the opponent with an aura-powered special move.
Changes from Brawl to PM
Attributes
- Lucario's attack power is consistently higher and remains so throughout the match instead of getting stronger as its damage rises.
- Up taunt gives Lucario 5 aura points.
- Running speed is significantly higher.
- Aura mechanics revamped as described above.
Ground Attacks
- Up smash is now a leaping uppercut with repeating hitboxes leading to a strong final hit. In addition to dealing increased damage (19%), it can be turned around during start-up and jump-canceled on hit, making it overall much more useful than its old incarnation.
Aerial Attacks
- Neutral aerial is now a spinning hurricane kick with longer range that does higher damage (15%) and lingers after a strong initial hit.
- Foward aerial does much more damage.
Special Moves
- Force Palm meteor smashes aerially grabbed opponents.
- ExtremeSpeed deals slight damage and knockback with repeating hitboxes (up to 13%).
- Aura Sphere is slower when charged and has fewer charge levels.
- If ExtremeSpeed is cancelled, Lucario becomes vulnerable to the grab release glitch.
- 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
v2.5b
- 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.
- Jab 2 hits and can transition into jab 3 slightly faster to match the animation.
- Jab 3 hits and ends earlier in the animation, reaches crouching and landing opponents better, and base knockback and angle lowered slightly.
- Dash attack weak hitbox ends sooner when it lowers its leg and the graphic ends, angle lowered a bit, and has less base knockback and more growth.
- Forward tilt hitbox comes out sooner, its arm during the swing is intangible, and IASA is much earlier.
- Down tilt foot aura hitbox does more damage and meteors against grounded foes.
- Neutral air has new graphical and sound effects, and damage and knockback are increased.
- Forward air autocancels sooner, strong hit has slightly reduced base knockback, increased growth, and lasts slightly longer.
- Back air hand aura hitbox on strong hit does more damage, base knockback, and has a more horizontal trajectory.
- Up air foot aura hitbox does slightly more damage, base knockback, growth, and sends more vertically.
- Dash grab and turn grab have a third grab box added.
- Up throw release point adjusted to be more in front and look less awkward, and knockback growth increased significantly.
- Double Team is reversible and preserves horizontal momentum on startup.
- 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.
- Back air weak late hit removed.
- Aerial super Force Palms throw knockback growth reduced a bit.
- Lucario's glowing hands for the first charge towards a super are fainter and blue, second charge is white when it has two.
- All of Lucario's hitbox placements, sizes, and durations cleaned up. Graphical effects adjusted to, in most cases, represent the outermost hitboxes.
- Jabs, dash ttack, forward/up/down tilt are now SDIable like normal.
- Jab 2 and forward smash are slightly more advantaged on block.
- Jab 3, forward tilt, and up tilt are more advantaged on block.
- dash Attack, down tilt, and down smash are slightly less advantaged on block.
- Many of Lucario's sound effect timings corrected.
- Spot dodge invincibility duration adjusted to be more appropriate for its total duration compared to the next best dodge tier.
- Jab 1 & 2 inner hits link better into the next jab.
- 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.
- Dash attack has new graphical effects, uses aura element, travels a shorter distance, and IASA is a bit later.
- 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.
- Forward tilt has a lower angle, more base knockback, and less growth.
- Down tilt startup greatly reduced, damage decreased slightly, and IASA is earlier.
- 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.
- Up smash charges up properly, scaling damage and knockback accordingly when charged.
- Up smash animation cleaned up, has an aura trail added to the fist, and it steps into the move instead of back giving it much more range.
- Up smash links better, is able to cancel into landing while moving downwards, and knockback growth on the final hit decreased slightly.
- Down smash startup greatly reduced, knockback growth decreased slightly, and inside hitbox on his front side is clankable like the other three hitboxes.
- Forward air foot aura hitbox on strong hit does increased damage, base knockback, and has a more vertical trajectory.
- Forward air weak hit damage decreased slightly, knockback growth increased, and the hit duration is reduced.
- Back air strong hit does slightly more damage, has less base knockback and growth, and lasts slightly longer.
- Up air autocancels sooner, IASA is much earlier, and knockback growth and hit duration are decreased.
- Down air second hit has less base knockback and more growth.
- Forward throw startup speed adjusted to look more like a throw than a spasm.
- Down throw speed is weight dependent and has significantly less startup to be harder to DI.
- Down throw damage and angle decreased slightly, has less base knockback, and more growth.
- Quick get up attack does not whiff when they are standing very close to the edge.
- 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.
- Super Force Palm and ExtremeSpeed are no longer activated with the C-Stick.
- Force Palms grab has more startup, but grab duration is slightly longer.
- Force Palms attack hitboxes adjusted in damage and knockback, with the closest being the strongest.
- Grounded Force Palms near instant interrupt removed, animation shortened, and the Normal version has less base knockback and more growth.
- ExtremeSpeed hitboxes adjusted so that the final hit will actually come out before the animation ends, and has a hitbox when grabbing the edge.
- 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.
- ExtremeSpeed and Double Team have priority over Force Palm for OHCs when inputting diagonally.
- Double Team startup increased significantly, but is intangible when it begins to move instead of partially into the dash.
v2.6b
- Aerial Force Palm grab collisions adjusted to cover slightly more vertical area.
- Double Team can be interrupted sooner on the ground.
- Forward tilt animation improvements, and provides more forward momentum when canceled early.
- 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.
- Fixed a glitch with aerial Force Palm used directly out of hitstun where Lucario would fall after grabbing an enemy.
- ExtremeSpeed cancel end animation transitions better into fall.
v3.0
- Lucario starts each stock with an Aura charge.
- Neutral air is now a multi-hit aerial with similar power.
- Up throw has slightly less endlag.
- Down throw has slightly less total duration.
- Double Team has less startup and is invincible slightly longer. Same total duration.
- Wallcling can no longer be activated out of ExtremeSpeed ending.
- Fully charge Aura Sphere travels slightly slower.
- Aura Sphere charging scales travel speed slightly more quickly.
- Final Smash beam is larger, turns faster and further, and is more powerful.
v3.5
- Shield size was increased from 6.5 to 8.6
- Lucario has gained a crawling tilt
- He once again has Aura charges carried over between stocks
- Powered and non-powered aerial Force Palm's angles were decreased
- Double Team's invincibility frames end 3 frames earlier (28 to 25), and does not refresh on hit
v3.6
- Lucario has a new running animation.
- A new feature was implemented in Lucario's up taunt, enabling players to gain 5 aura points every 40 frames if said taunt is held for a certain duration.
- As a drawback, Lucario will gain 5% damage in the same instance. This feature is omitted if it is at maximum power.
- Lucario has more aura visuals as an indication to its increase in power.
Moveset
Up to date as of version 3.5.
Name | Damage | Description | |
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Neutral attack | 3% (hit 1), 2% (hit 2), 5% (hit 3) | Waves its hand forward, does a palm thrust, and then kicks high. Each hit has whitish blue aura accompanying it and moves Lucario a fair bit forward. The first hit can combine with other attacks well, especially grabs, and is part of the Magic Series. By using the first strike, Lucario can initiate a Force Palm grab, standard grab or tilt to start a combo. | |
Forward tilt | 10% | Lucario spins around, attacking with the back of his hand. This can be part of a Magic Series, as all tilts are. | |
Up tilt | 7% | Swings its leg in an arc over its head. Quick and can juggle. | |
Down tilt | 6% (body), 8% (tip) | Sweeps one leg out along the ground. Paws flare up slightly when it does this. | |
Crawl attack | 9% (body), 10% (aura) | Possibly similar to a move in the Street Fighter Series, Lucario preforms a low sweeping kick attack to the opponent. Leg flares up while doing this. | |
Dash attack | 10% (clean) 7% (late) | Lucario does a kick attack, with the animation used from his previous version of Double Team. The attack is based off the medium and heavy kicks from the Street Fighter series. | |
Forward smash | 14% (body), 16% (aura) | Lucario places its paws together in front of itself and shoots a blast of bluish white aura energy, with great range and a good amount of active frames. The sweetspot is where the aura part of the attack connects, and can KO heavyweights around 115% if hit near the edge. | |
Up smash | 8% (hit 1), 1% (hits 2-4), 6% (hit 5) (17% total) | Inspired by the Shoryuken uppercut attack from Capcom's Street Fighter series, Lucario performs a multi-hitting leaping uppercut, ending with a strong final hit. It deals up to 17% damage, and can be jump canceled on hit and turned around during the start-up. It has overall much more utility than its original up smash from Brawl. | |
Down smash | 14% | Lucario brings its paws down to either side of it in a downwards slapping motion. It has rather slow start-up and noticeable ending lag for a down smash if the move misses. | |
Neutral aerial | 15% (clean), 12% (mid), 9% (late) | Based on another move from the Street Fighter series, Lucario performs a one-legged spinning kick. It has longer range, dealing up to 15% damage, higher than his original neutral aerial. The attack lingers after its strong initial hit. | |
Forward aerial | 11%/12% (clean/foot), 8% (late) | Lucario kicks forward with a slight upwards tilt. Hitbox extends everywhere except above Lucario. The sweetspot is at the tip of his foot, and is Lucario's fastest aerial at start-up. | |
Back aerial | 14% (body), 15% (aura) | Lucario throws one paw backwards, similar in appearance to Ganondorf's back aerial, accompanied by standard little burst of bluish white aura. It has good horizontal reach and the sweetspot at the tip of the attack possesses strong horizontal knockback. | |
Up aerial | 11% (body), 12% (tip) | Kicks similarly to its forward aerial, but higher, hitting in front of its head. The hitbox covers its entire body, but the sweetspot is the Aura burst near the foot. This aerial has good defensive capabilities due to the hitbox covering its body. | |
Down aerial | 8% (2 hits) | Lucario pauses in the air, thrusts its feet together downwards, and lets out a fairly large burst of aura energy. Fairly long duration, and has unique properties that make it an incredibly useful attack. When it starts the move, all of its momentum is immediately canceled. It can be used to perform a "pseudo-SHFFL", if used immediately after jumping, Lucario will cease to jump and immediately use the attack, making it one of the lowest possible attacking aerial moves. There is also no landing lag when doing this, since Lucario's momentum is stopped, preventing it from landing before the move is complete. Excellent knockback on 2nd hit, which allows Lucario to stage spike with it. Often considered one of its best attacks due to having almost no start-up lag and being a great combo finisher. This move also makes it that Lucario can make the smallest jumps in the game. | |
Grab | — | Grabs the enemy with both of its hands. | |
Pummel | 3% | Sends an instant pulse of Aura into its opponent. | |
Forward throw | 10% | Uses Aura to blast opponent forward. Lucario's fastest throw. | |
Back throw | 10% | Turns and slams the opponent behind itself. Has relatively fast speed. | |
Up throw | 1% (hit), 5% (throw) (6% total) | Uses aura to hit the opponent upwards with its paw. Low knockback allows this to set up follow-up attacks and can chain throw heavyweights and fast fallers at very low percentages. | |
Down throw | 7% | Slams opponent straight into the ground in front of Lucario. Can set up combos at low percentages quite effectively. It starts becoming less useful for set ups at higher percentages. This move somewhat depends on the opponent's DI, but leaves them in a vulnerable position regardless of where they are sent flying. | |
Floor attack (front) | 6% | Spins around while getting up, kicking on one side, and punching on the other. | |
Floor attack (back) | 6% | Spins around while getting up, kicking on one side, and punching on the other. | |
Floor attack (trip) | 5% | Lucario kicks forwards, then backwards. | |
Edge attack (fast) | 7% (body), 8% (tip) | Lucario quickly gets back on the stage, attacking with a burst of Aura. Excellent range makes this a very good ledge attack. | |
Edge attack (slow) | 10% | Lucario slowly brings its feet over its head (a semi-flip) and kicks, releasing aura. Rather slow and not recommended unless as surprise attack. | |
Neutral special | Aura Sphere | 15% (fully charged) | 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's hands on startup, making it a viable close range option. Its monstrous size and low speed make it a useful edgeguarding tool. |
Side special | Force Palm | 10%/8%/6% (aura close/mid/far), 13% (throw), 6% (release) | Grabs opponents and pushes them away from Lucario, and when grabbing an opponent in the air, Lucario will throw them downwards; the aerial version meteor smashes opponents. |
Up special | ExtremeSpeed | 1% (hits 1-9), 5% (hit 10), (14% total) | The super version cancels the move with a pelvic thrust that does 2% damage with slight knockback, which can be canceled into any action except another ExtremeSpeed. |
Down special | Double Team | — | No longer a counter move. It is now a short dash which grants invincibility frames. While in the air, Lucario will dash diagonally downwards. It can be canceled into any normal attack at the cost of one aura charge. |
Final Smash | Aura Storm | 15% (start up) 1-72% (beam) (87% total) | Lucario flies to the top of the screen and fires a powerful beam of energy downwards. Enemies that are closer to the beam take more damage. When the beam runs out any opponent trapped in it receives significant knockback. |
In competitive play
Notable players
Alternate costumes
Lucario has more variety with his palettes, which stand out more in team battles.
3.5 included a costume with a Gi that has the Fighting and Steel type emblems from the TCG on the back, an Expert Belt, and a Focus Band. This costume also has a black variation with a Choice Band and the Cobble Badge replacing the type emblems on the back.
Trivia
- Lucario's yellow palette swap resembles its Shiny coloration. A minor cosmetic error, however, gives Lucario blue eyes instead of red, like his appearance from the Pokemon main series, in Project M.
- Lucario's black palette swap is used in Super Smash Bros. 4. It's the first palette swap to be for a mod first and then in a main series game next. However, this is coincidental.
- Lucario appears to have taken inspiration from Ryu, the main protagonist of Capcom's Street Fighter series.
- His alternate costume loosely resembles the character's attire, despite it being meant to reference the Black Belt class from the Pokémon series.
- Additionally, Lucario also has animations in his moveset for Project M that match the 3 staple moves of the "shoto" characters from Street Fighter; his Neutral Special Aura Sphere resembles the Hadouken, his Up-Smash is an uppercut reminiscent of the Shoryuken, and his Neutral Aerial is a spinning kick which looks like the Tatsumaki Senpukyaku.
- Lucario's other attacks reference moves in the Pokémon games as well. Aura Sphere works similar to the move Focus Blast and Up Smash also resembles the move Sky Uppercut.
- Coincidentally, Ryu makes an appearance in Super Smash Bros. 4, using all of the aforementioned Street Fighter moves.
External links
Playable characters in Project M and Project+ | |
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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 |