Super Smash Bros. 4

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(Lucas apparently has additional hitlag from Brawl on his up air when looking at his frame data making the hitlag 10 frames total instead of 9 frames)
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{{disambig2|Lucas's appearance in ''[[Super Smash Bros. 4]]''|the character in other contexts|Lucas}}
{{disambig2|Lucas' appearance in ''[[Super Smash Bros. 4]]''|the character in other contexts|Lucas}}
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:{{cquote|Lucas Comes Out of Nowhere!|cite=Introduction Tagline}}
:{{cquote|Lucas Comes Out of Nowhere!|cite=Introduction Tagline}}
'''Lucas''' ({{ja|リュカ|Ryuka}}, ''Lucas'') is a playable character in ''[[Super Smash Bros. 4]]'', and is the second [[downloadable content|downloadable character]] announced. He was confirmed to be a playable character during the [[Nintendo Direct]] presentation on April 1st, 2015 and was released alongside {{SSB4|Roy}} and {{SSB4|Ryu}} on June 14th, 2015. He is once again voiced by Lani Minella, albeit via recycled voice clips from ''Brawl'' and with some of the clips slightly sped up to match the general aesthetics.
'''Lucas''' ({{ja|リュカ|Ryuka}}, ''Lucas'') is a playable character in ''[[Super Smash Bros. 4]]''. Although he was initially absent as a playable character, Lucas' return to the series was revealed during the [[Nintendo Direct]] presentation on April 1st, 2015, while he was made available as [[downloadable content|downloadable character]] alongside {{SSB4|Roy}} and {{SSB4|Ryu}} on June 14th, 2015. Lani Minella reprises her role as Lucas' voice actor, albeit via recycled voice clips from ''Brawl'' and with some of the clips slightly sped up.


Lucas currently ranks 36th out of 56 on the [[tier list]], placing him in the F tier. This is a slight improvement from his ranking in ''Brawl'', where he was ranked 30th out of 38. Lucas is no longer plagued by 10 extra [[grab release]] frames and early [[hitstun]] cancelling, both of which were major detriments to his survival and combo game, respectively. Aside from that, Lucas's own assets are his fast attack speed, [[disjointed]] hitboxes, [[projectile]]s that can pressure or keep away opponents, and an impressive combo game.
Lucas is currently ranked 36th out of 56 on the [[tier list]], placing him in the F tier. This is a slight improvement from his ranking in ''Brawl'', where he was ranked 30th out of 38. Like fellow ''Earthbound'' representative {{SSB4|Ness}}, Lucas is no longer plagued by 10 extra [[grab release]] frames and early [[hitstun]] canceling, both of which were major detriments to his survivability and combo game, respectively. Aside from that, Lucas' retains his fast attack speed, [[disjointed]] hitboxes, [[projectile]]s that can pressure or zone opponents, and an impressive combo game.


However, while the major issues resulting in his near bottom-tier placement in ''Brawl'' have been fixed, he was nerfed due to his overall damage output, knockback, and range all being reduced and the loss of several of his more advanced techniques from ''Brawl''. Lucas also retains slow ground mobility and a [[recovery]] that is occasionally susceptible to [[gimp]]s and [[edgeguarding]]. However, subsequent game updates gave Lucas further buffs that have since allowed him some success in competitive play.
However, while the major issues resulting in his near bottom-tier placement in ''Brawl'' have been fixed, he was nerfed due to his overall damage output, knockback, and range all being reduced, as well as the loss of several of his more advanced techniques from ''Brawl''. Lucas also retains slow ground mobility and a [[recovery]] that is occasionally susceptible to [[gimp]]s and [[edgeguarding]]. However, subsequent game updates gave Lucas further buffs that have since allowed him some success in competitive play.


==Attributes==
==Attributes==
Lucas's mobility has remained largely unchanged since ''Brawl''; he still has average [[dash|dashing]] speed and [[gravity]], above average [[air speed]], below average [[falling speed]], very slow [[walking]] speed.
Lucas' mobility has remained virtually unchanged since ''Brawl''; he still has average [[dash]]ing speed and [[gravity]], above average [[air speed]], below average [[falling speed]], very slow [[walking]] speed.


While Lucas's mobility speed is rather unimpressive, his attack speed compensates for it; notable examples include his neutral attack, which comes out on frame 2, and his down tilt, which comes out on frame 3 and is tied with {{SSB4|Little Mac}}, {{SSB4|R.O.B.}}, {{SSB4|Ness}}, and {{SSB4|Meta Knight}}'s down tilts for being the fastest one in the game. As a result, Lucas's attacks are useful for damage racking and creating combos. To further complement this, a lot of his ground attacks have small ending lag, making them safe in many cases.
While Lucas' mobility speed is rather unimpressive, his attack speed compensates for it; notable examples include his neutral attack, which comes out on frame 2, and his down tilt, which comes out on frame 3 and is tied with {{SSB4|Ness}}', {{SSB4|Little Mac}}'s, {{SSB4|R.O.B.}}'s, and {{SSB4|Meta Knight}}'s down tilts for being the fastest down tilt in the game. As a result, Lucas' attacks are useful for damage racking and initiating combos, while several of his ground attacks are safe in many situations due to their minimal ending lag.


Despite his short stature and lack of a weapon, Lucas has good range thanks to his [[disjointed]] [[hitbox]]es. All of his smash attacks, nearly all of his aerial attacks and some of his ground attacks are disjointed, which can be further supplemented by his projectiles. In addition to their disjointed hitboxes, Lucas's smash attacks are among the strongest in the game. Like in ''Brawl'', his up smash is among the strongest up smashes in the game while also possessing both a large disjointed hitbox and the ability to KO as low as 54% when fully charged. The first hit of his down smash is also one of the strongest in the game and is an intimidating edgeguarding option, while his forward smash has decent speed, can [[Reflection|reflect]] projectiles and has good KO potential, especially when struck at its sweetspot, the tip.
Despite his short stature and lack of a weapon outside of his forward smash, Lucas possesses good range courtesy of [[disjointed]] [[hitbox]]es. All of his smash attacks, nearly all of his aerial attacks and some of his ground attacks are disjointed, which can be further supplemented by his projectiles. In addition to their disjointed hitboxes, Lucas' smash attacks are among the strongest in the game. Like in ''Brawl'', his up smash is among the strongest up smashes in the game while also possessing both a large disjointed hitbox and the ability to KO as low as 54% when fully charged. The first hit of his down smash is also one of the strongest in the game and is an intimidating edgeguarding option, while his forward smash has decent speed, good KO potential and can even [[Reflection|reflect]] projectiles, especially when struck at its sweetspotted tip.


However, Lucas biggest strength is his grab game. His grab, despite being the tether grab with the shortest range, has the least ending lag of all tether grabs and has good range nonetheless. He possesses arguably the best set of throws in the game, with his up, forward and back throws being strong enough to be viable KOing options (his up throw being the third strongest behind {{SSB4|Mewtwo}}'s and {{SSB4|Charizard}}'s, and also one of his best KO options; and his forward throw being the strongest alongside {{SSB4|Bowser}}, although it is significantly weaker as a KOing option). Also, due to the changes to hitstun canceling and its significantly reduced knockback, his down throw is an excellent combo starter at the cost of its KO potential. Finally, his pummel is quick and good at racking up damage before a throw.
However, Lucas greatest strength is his grab game. Despite being the shortest-ranged tether grab in the game, it has the lowest amount of ending lag of all tether grabs and has good range nonetheless, while he also possesses arguably the best set of throws in the game. His up and back throws among the strong throws of their kinds in the game, making them two of his best KO options. His forward throw is tied for the strongest alongside {{SSB4|Bowser}}'s forward throw, although it is significantly weaker as a KOing option in comparison to his up and back throws. Lastly, his down throw benefits significantly from both its considerably reduced knockback and the changes to hitstun canceling, as it has been re-purposed into an excellent combo starter. While these changes have removed his down throw's KO potential, this is completely mitigated due to his up and back throws. Finally, his pummel is quick and good at racking up damage before a throw.


Lucas has a strong zoning game that is essential to his success. [[PK Fire]] and grab aerial are both powerful spacing tools with their own specific uses, the latter being able to lead into a grab or forward tilt. Lucas's combo game is also very strong. His down tilt is a good combo starter, as it can combo into itself, neutral attack, and most importantly, his grab. His neutral and forward aerials can combo into themselves at lower percents, while the former can also do so into other aerials (except for back aerial) at low percents. As mentioned, his down throw is excellent for combos; it will combo into neutral and forward aerials from 0% up until high percents (even reaching into the early 90% range for neutral aerial), while down throw to up aerial is confirmed KO until past 100%.
Lucas also boasts a strong zoning game that is essential to his success. [[PK Fire]] and grab aerial are both powerful spacing tools with their own specific uses, the latter being able to lead into a grab or forward tilt. Lucas' combo game is also very strong. His down tilt is a good combo starter, as it can combo into itself, neutral attack, and most importantly, his grab. His neutral and forward aerials can combo into themselves at low percents, while the former can also do so into other aerials (except for his back aerial) at low percents. As mentioned, his down throw is excellent for combos; it will combo into neutral and forward aerials from 0% up until high percents (even reaching into the early 90% range for neutral aerial), while down throw to up aerial is a confirmed KO set-up until past 100%.


His special moveset comes equipped with versatility. Like {{SSB4|Ness}}, he possesses three PSI-based projectiles. [[PK Freeze]] can freeze his opponents, hence the name, has very small cooldown and is viable as an edgeguarding tool, albeit situational. While his PK Fire does not repeatedly hit opponents and potentially trap them like Ness' PK Fire, Lucas's deals decent knockback and can be used to give Lucas some space as it also provides a small bit of recoil, both on the ground and in the air. Lastly, [[PK Thunder]] does not disappear like Ness' PK Thunder when it hits opponents, but instead hits them multiple times while also boasting tighter controls and [[PK Thunder 2]] granting Lucas farther distance. Lastly, his [[PSI Magnet]] allows Lucas to deal with camping foes that carry powerful, absorbable projectiles like {{SSB4|Mewtwo}} while also allowing him to stall midair.
Like Ness, Lucas' special moveset boasts versatility in the form of three PSI-based projectiles. [[PK Freeze]] can [[Frozen|freeze]] his opponents, has very minimal ending lag and is viable, yet situational, as an edgeguarding option. While his PK Fire does not repeatedly hit opponents and potentially trap them like Ness' PK Fire, Lucas' deals decent knockback and can be used to give Lucas some space as it also provides a minimal amount of recoil, both on the ground and in the air. Lastly, [[PK Thunder]] does not disappear like Ness' PK Thunder when it hits opponents, but instead hits them multiple times while also boasting tighter control and [[PK Thunder 2]], granting Lucas farther distance. Lastly, his [[PSI Magnet]] allows Lucas to deal with camping opponents that carry powerful, absorbable projectiles like {{SSB4|Mewtwo}} while also allowing him to stall midair.


However, Lucas does have his flaws. With his aforementioned sub-par mobility, fast characters such as {{SSB4|Zero Suit Samus}} and {{SSB4|Sonic}} can give Lucas a difficult time. Another problem is a predictable approach, reliance on his zoning tools (which can be overcome), and occasionally a lack of range in spite of his tether grab. Some of his moves require precision at times; his up aerial, whose hitbox is significantly smaller than it was in ''Brawl'', can miss large opponents like {{SSB4|Bowser}}. Another prominent example is his down smash, whose three hits are all mutually exclusive and thus gives opponents a perfect opportunity to punish Lucas if they manage to shield it. Lucas can also have problems scoring KOs despite his smash attacks' impressive strengths, as they mainly require effective reading and should be used wisely as a result. Although Lucas has a reliable tether recovery, [[PK Thunder#PK Thunder 2|his other method of recovery]] is also gimpable because of its much lower priority than Ness, and it can be still be reflected or absorbed, most infamously by {{SSB4|Rosalina & Luma}}. Like all other DLC characters, Lucas does not have any custom moves, which limits him in tournaments allowing custom specials.
However, Lucas does have his flaws. With his aforementioned sub-par mobility, fast characters such as {{SSB4|Zero Suit Samus}} and {{SSB4|Sonic}} can give Lucas a difficult time. Another problem is a predictable approach, reliance on his zoning tools (which can be overcome), and occasionally a lack of range in spite of his tether grab. Some of his moves require precision at times; his up aerial, whose hitbox is significantly smaller than it was in ''Brawl'', can miss large opponents like {{SSB4|Bowser}}. Another prominent example is his down smash, whose three hits are all mutually exclusive and thus gives opponents a perfect opportunity to punish Lucas if they manage to shield it. Lucas can also have problems scoring KOs despite his smash attacks' impressive strengths, as they mainly require effective reading and should be used wisely as a result. Although Lucas has a reliable tether recovery, [[PK Thunder#PK Thunder 2|his other method of recovery]] is also gimpable because of its much lower priority than Ness, and it can be still be reflected or absorbed, most infamously by {{SSB4|Rosalina & Luma}}. Like his fellow DLC characters, Lucas does not have any custom moves, which limits him in tournaments allowing character customization.


Altogether, Lucas's pros are on par with his cons. He has excellent damage racking abilities along with some good approach moves, though said approach is predictable and can also be faulty at times, while he can also have a hard time KOing opponents outside of edgeguarding, and he is not as effective when his zoning tools can be nullified. Lucas's initial tournament representation was poor, like most DLC characters, though it has improved over time after he received buffs in game patches, and he currently has average representation and results.
Altogether, Lucas' pros are on par with his cons. He has excellent an damage racking game along with some good approach moves, though his approach in general is predictable and can be faulty at times. He can also have a hard time KOing opponents outside of edgeguarding, and he is not as effective when his zoning tools can be nullified. While Lucas' initial tournament representation was poor like most of his fellow DLC characters, it has improved over time after he received buffs in game updates, and he currently has both average representation and results.


==Changes from ''Brawl''==
==Changes from ''Brawl''==
Lucas received a mix of [[buff]]s and [[nerf]]s in the transition from ''Brawl'' to ''SSB4'', but he was objectively nerfed overall (relative to his Brawl iteration) despite being the lowest ranked newcomer in ''Brawl''. One of the most notable improvements he received was the removal of his 10 extra frame grab release animation, which was one of his most significant flaws and was also shared with {{SSB4|Ness}}. Lucas's recovery, outside of advanced techniques, has been improved, as both PK Thunder 2 and [[Rope Snake]] now cover more distance. Rope Snake has also received more utility as a zoning tool due to it receiving a hitbox when used as a [[grab aerial]]. Lucas has also been indirectly buffed from the changes to hitstun canceling, which is most evident with the modifications to his down throw having resulted in it becoming by far his best combo starter.
Lucas received a mix of [[buff]]s and [[nerf]]s in the transition from ''Brawl'' to ''SSB4'', but he was objectively nerfed overall despite being the lowest ranked newcomer in ''Brawl''. One of the most notable improvements he received was the removal of his 10 extra frame grab release animation, which was one of his most significant flaws that he shared with {{SSBB|Ness}}. Lucas' recovery, outside of advanced techniques, has been improved, as both PK Thunder 2 and [[Rope Snake]] now cover more distance. Rope Snake has also received more utility as a zoning option due to it receiving a hitbox when used as a [[grab aerial]]. Lucas has also been indirectly buffed from the changes to hitstun canceling, which is most evident with the modifications to his down throw having resulted in it becoming by far his best combo starter.


However, the 10 extra frame grab-release was not the only noticeable gameplay-related aspect that Lucas lost. He can no longer use [[Zap Jump]] or [[Magnet Pull]], which were his two most pivotal techniques in ''Brawl''. However, the aforementioned buffs to PK Thunder 2 and Rope Snake compensate somewhat for this. In addition to this, many of his attacks have seen their knockback and range reduced, while some of them have had their cooldown increased. This is most notably seen in his forward and back aerials losing their ability to auto-cancel from a short hop (although the landing lag of both is minimal), his down aerial having increased startup and no longer able to reliably set up for the infamous down tilt lock, and his up aerial having notably less range while also being static, all of which significantly hinders his already poor approach and landing options. A number of Lucas's damage outputs have also decreased, though this is made up by his newfound ability to reliably combo. He additionally has a slightly harder time KOing because of his forward smash, up smash, and down throw having reduced knockback alongside the loss of his advanced techniques. He dashes slower than a bigger portion of the cast compared to Brawl despite keeping the same dash speed but its due to the increase in dash speeds from Brawl such as Mario, Samus, Kirby and R.O.B. Who dashes faster than him now And Luigi, Wario and Ike who now dashes at his pace.
However, the 10 extra frame grab release was not the only noticeable gameplay-related aspect that Lucas lost. He can no longer use the [[Zap Jump]] or the [[Magnet Pull]], which were his two most pivotal techniques in ''Brawl'', although the aforementioned buffs to PK Thunder 2 and Rope Snake compensate somewhat for this. In addition, many of his attacks have seen their knockback and ranges reduced, while some of them have had their ending lag increased. This is most notably seen in his forward and back aerials losing their ability to auto-cancel from a short hop (although the landing lag of both is minimal), his down aerial having increased start-up and no longer able to reliably set up for the infamous down tilt [[lock]], and his up aerial having notably less range while also being static, all of which significantly hinders his already poor approach and landing options.
 
A number of Lucas' moves have seen their damage outputs reduced, though this is made up by his newfound combo game. He additionally has a slightly harder time KOing because of his forward smash, up smash, and down throw having reduced knockback alongside the loss of his advanced techniques. Despite retaining his dashing speed from ''Brawl'', he nonetheless dashes slower than a large portion of the cast due to a number of his fellow veterans having had their dashing speeds incresed.


Overall, Lucas has not significantly improved since ''Brawl'' when compared to the rest of the cast. However, as of update 1.1.3, he is considered to be slightly better than how he was when he was initially released in ''SSB4'', due to the buffs he received up to and including that update.  
Overall, Lucas has not significantly improved since ''Brawl'' when compared to the rest of the cast. However, as of update 1.1.3, he is considered to be slightly better than how he was when he was initially released in ''SSB4'', due to the buffs he received up to and including that update.  


===Aesthetics===
===Aesthetics===
*{{change|Due to the vibrant aesthetics used in ''SSB4'', Lucas's overall color scheme is brighter. Like Ness, Lucas has lost the colored hue in his eyes (teal in Lucas's case), he is slightly taller and thinner, has a smaller and more proportionate head and his shirt stripes are now completely horizontal with no partial stripes. He also has slightly rosy cheeks.}}
*{{change|Due to the vibrant aesthetics used in ''SSB4'', Lucas' overall color scheme is brighter. Like Ness, Lucas has lost the colored hue in his eyes (teal in Lucas' case), he is slightly taller and thinner, has a smaller and more proportionate head, his shirt's stripes are now completely horizontal with no partial stripes and his feet are slightly smaller. He also has slightly rosy cheeks.}}
*{{change|Lucas is more expressive, and similarly to {{SSB4|Luigi}} is less depressed overall. He has a consistent smile and scowls when performing some attacks.}}
*{{change|Lucas is more expressive and, similarly to {{SSB4|Luigi}}, much less depressive overall. He now notably sports has a consistent smile and scowls when performing some attacks.}}
*{{change|Lucas's PSI-based attacks have updated sound effects and visuals.}}
*{{change|Lucas' PSI-based attacks have updated sound effects and visuals.}}
*{{change|[[PSI Magnet]]'s animation has slightly changed. Lucas now keeps both eyes open instead of closing one while performing it.}}
*{{change|Lucas has the same stance as Ness while holding a light item.}}
*{{change|Lucas has the same stance as Ness when holding a light item.}}
*{{change|[[PSI Magnet]]'s animation has slightly changed. Lucas now keeps both eyes open instead of closing one while using it.}}


===Attributes===
===Attributes===
*{{buff|Lucas's air speed is faster (1.05 → 1.1).}}
*{{buff|The extra 10 frames of Lucas' grab release have been removed, significantly improving his survivability.}}
*{{buff|Lucas's [[fast fall]]ing speed is faster (1.918 → 2.192), which makes him less vulnerable to [[juggle|juggling]].}}
*{{bugfix|[[Zap Jump]] and [[Magnet Pull]] have been removed.}}
*{{nerf|The removal of Zap Jump and Magnet Pull significantly hinders Lucas' advanced technical options.}}
*{{nerf|The majority of the cast having their [[dash]]ing speeds increased hinders Lucas' approach even though his dashing speed has remained the same since ''Brawl''.}}
*{{buff|Lucas' air speed is faster (1.05 → 1.1).}}
*{{buff|Lucas' [[fast fall]]ing speed is faster (1.918 → 2.192), which makes him less susceptible to [[juggle|juggling]].}}
*{{buff|[[Jumpsquat]] is 1 frame faster (5 frames → 4).}}
*{{buff|[[Jumpsquat]] is 1 frame faster (5 frames → 4).}}
*{{buff|The extra 10 frames of Lucas's grab release have been removed.}}
*{{bugfix|[[Zap Jump]] and [[Magnet Pull]] have been removed.}}
*{{nerf|The removal of Zap Jump and Magnet Pull significantly hinder Lucas's advanced technical options.}}
*{{nerf|The increase of the general casts dash speed make it more difficult to approach and even though his dash speed is the same as Brawl.}}


===Ground attacks===
===Ground attacks===
*{{nerf|[[Neutral attack]] deals 1.5% less damage (10% → 8.5%).}}
*{{nerf|Neutral attack deals 1.5% less damage (10% → 8.5%).}}
*{{buff|Neutral attack's initial hits launch opponents at a higher trajectory, improving its [[jab cancel]]ing potential.}}
*{{buff|Neutral attack's initial hits launch opponents at a higher trajectory, improving its [[jab cancel]]ing potential.}}
*{{buff|Dash attack has decreased start-up (frame 17 → 15) and ending lag ([[IASA]] frame 42 → 39). The sweetspot deals 1% more damage (12% → 13%) with horizontal knockback and is now located at the tip.}}
*{{buff|Sweetspotted dash attack deals 1% more damage (12% → 13%) and deals horizontal knockback. The sweetspot is now located at the tip, improving its range.}}
*{{nerf|Sourspotted dash attack deals 1% less damage (10% → 9%) and decreased knockback.}}
*{{nerf|Sourspotted dash attack deals 1% less damage (10% → 9%) and decreased knockback.}}
*{{nerf|[[Up tilt|Up]], [[Down tilt|down]] and sourspotted [[forward tilt]]s all deal less damage (11% → 9.5% (up), 6% → 3% (down), 9% → 7.5% (sourspotted forward)).}}
*{{buff|Dash attack has decreased start-up (frame 17 → 15) and ending lag ([[IASA]] frame 42 → 39).}}
*{{nerf|Up, down and sourspotted forward tilts deal less damage (11% → 9.5% (up), 6% → 3% (down), 9% → 7.5% (sourspotted forward)).}}
*{{nerf|Forward tilt has increased start-up (frame 6 → 7) and ending lag (IASA frame 23 → 26).}}
*{{nerf|Forward tilt has increased start-up (frame 6 → 7) and ending lag (IASA frame 23 → 26).}}
*{{buff|Up tilt has decreased ending lag (IASA frame 40 → 37).}}
*{{buff|Up tilt has decreased ending lag (IASA frame 40 → 37).}}
*{{buff|Down tilt's point-blank hitbox now deals weak vertical knockback, improving its combo potential.}}
*{{buff|Down tilt's point-blank hitbox now deals weak vertical knockback, improving its combo potential.}}
*{{nerf|Down tilt has increased ending lag (IASA frame 14 → 16) and slightly decreased range. It also no longer [[trip]]s opponents, with only its tipper hitbox locking in opponents.}}
*{{nerf|Down tilt has increased ending lag (IASA frame 14 → 16) and slightly decreased range. It also no longer [[trip]]s opponents, with only its tipper hitbox [[lock]]ing in opponents.}}
*{{nerf|[[Forward smash]] has decreased base knockback (60 → 50) and has received a sourspot on all untippered hitboxes that deals 1% less damage.}}
*{{nerf|Forward smash has decreased base knockback (60 → 50) and has received a sourspot on all of its untippered hitboxes that deals 1% less damage, hindering its KO potential.}}
*{{change|Forward smash uses an original sound effect instead of using a kick sound effect like it did in ''Brawl''.}}
*{{change|Forward smash uses an original sound effect instead of using a kick sound effect like it did in ''Brawl''.}}
*{{change|Forward smash's animation has slightly changed, as Lucas moves his head slightly more.}}
*{{change|Forward smash's animation has slightly changed. Lucas now moves his head slightly more.}}
*{{nerf|Forward smash and [[down smash]] no longer have [[transcendent]] priority.}}
*{{nerf|Forward and down smashes no longer have [[transcendent]] priority.}}
*{{nerf|Up smash has decreased knockback (50 (base)/85 (growth) → 48/77) and smaller hitboxes (14u/13u/12u/10u/10u → 12u/11u/10u/8u/6.5u). It can also no longer force ledge hanging opponents into the main hitbox.}}
*{{nerf|Up smash has decreased knockback (50 (base)/85 (growth) → 48/77) and smaller hitboxes (14u/13u/12u/10u/10u → 12u/11u/10u/8u/6.5u), slightly hindering its KO potential. It can also no longer force edge hanging opponents into the main hitbox.}}
*{{change|[[Up smash|Up]] and down smashes use charging PSI sound effects.}}
*{{change|Up and down smashes now use charging PSI sound effects.}}
*{{buff|Down smash's first hit has increased base knockback (40 → 43).}}
*{{buff|Down smash's first hit has increased base knockback (40 → 43), slightly improving its KO potential.}}
*{{nerf|Down smash has decreased range (10u/12u/14u → 8u/9.8u/12u) and mutually exclusive hits.}}
*{{nerf|Down smash has decreased range (10u/12u/14u → 8u/9.8u/12u) and mutually exclusive hits.}}


===Aerial attacks===
===Aerial attacks===
*{{nerf|[[Neutral aerial|Neutral]], [[Forward aerial|forward]] and [[down aerial]]s all deal less damage (17% → 12% (neutral), 12% → 11.5% (forward), 20% → 15.5% (down)).}}
*{{nerf|Neutral, forward and down aerials deal less damage (17% → 12% (neutral), 12% → 11.5% (forward), 20% → 15.5% (down)).}}
*{{nerf|Neutral, forward and [[up aerial]]s no longer [[autocancel]] from a short hop due to drastically tightened autocancel windows, slightly hindering his approaching and landing options.}}
*{{nerf|Neutral, forward and up aerials no longer autocancel from a short hop due to drastically tightened autocancel windows, slightly hindering his approach potential and landing options.}}
*{{buff|Neutral aerial has decreased base knockback (70 → 40), decreased landing lag (18 frames → 13), its last hit connects reliably and it launches overhead opponents at 60°, making it an effective combo starter.}}
*{{buff|Neutral aerial has decreased base knockback (70 → 40), decreased landing lag (18 frames → 13), its last hit connects reliably and it launches overhead opponents at 60°, improving its reliability and granting it combo potential.}}
*{{nerf|Neutral aerial has increased start-up (frame 5 → 7) and ending lag (IASA frame 40 → 45). Its [[SDI]] multiplier has also increased (1x → 2x).}}
*{{nerf|Neutral aerial has increased start-up (frame 5 → 7) and ending lag (IASA frame 40 → 45). Its [[SDI]] multiplier has also increased (1x → 2x).}}
*{{change|Neutral aerial's animation has been slightly changed. The last hit is now more pronounced.}}
*{{change|Neutral aerial's animation has slightly changed. The last hit is now more pronounced.}}
*{{nerf|Forward aerial has a smaller hitbox (5.5u → 5u) and its late hit has decreased active frames (6 frames → 2).}}
*{{nerf|Forward aerial has a smaller hitbox (5.5u → 5u) and its late hit has decreased active frames (6 frames → 2).}}
*{{buff|Forward aerial has decreased landing lag (15 frames → 12).}}
*{{buff|Forward aerial has decreased landing lag (15 frames → 12).}}
*{{buff|[[Back aerial]]'s non-meteor sweetspot deals 2% more damage (10% → 12%) and knockback.}}
*{{buff|[[Back aerial]]'s non-meteor sweetspot deals 2% more damage (10% → 12%) and knockback.}}
*{{nerf|Up aerial has increased start-up (frame 5 → 7), decreased active frames (6 frames → 3) and a much smaller hitbox (7u → 5.2u) that is no longer attached to Lucas's head during its animation. This hinders its range due it becoming static and misleading.}}
*{{nerf|Up aerial has increased start-up (frame 5 → 7), decreased active frames (6 frames → 3) and a much smaller hitbox (7u → 5.2u) that is no longer attached to Lucas' head during its animation. This makes it static and misleading, hindering its range.}}
*{{buff|Up aerial launches opponents at 80°, improving its KO potential despite its knockback values remaining unchanged since ''Brawl''.}}
*{{buff|Up aerial launches opponents at 80°, improving its KO potential despite its knockback values remaining unchanged since ''Brawl''.}}
*{{change|Up aerial changed hitlag multiplier → 1.1 making the hitlag length 10 Frames total}}
*{{change|Up aerial an increased hitlag multiplier (1x → 1.1x), making its total hitlag length 10 frames long.}}
*{{buff|Down aerial has decreased landing lag (28 frames → 24).}}
*{{buff|Down aerial has decreased landing lag (28 frames → 24).}}
*{{nerf|Down aerial has increased start-up (frame 4 → 10), hindering its reliability against smaller grounded targets. It also has decreased autocancel timings (frame 35 → 48), removing its set-up potential for the down tilt lock.}}
*{{nerf|Down aerial has increased start-up (frame 4 → 10), hindering its reliability against smaller grounded targets. It also has decreased autocancel timings (frame 35 → 48), removing its set-up potential for the down tilt lock.}}
*{{buff|[[Grab aerial]] has received a hitbox that deals damage (4% (clean), 2.8% (late)) and horizontal knockback, making it capable of spacing. It also covers more distance as a [[tether recovery]].}}
*{{buff|Grab aerial has received a hitbox that deals damage (4% (clean), 2.8% (late)) and horizontal knockback, granting it spacing potential. It also covers more distance as a [[tether recovery]].}}


===Throws/other attacks===
===Throws/other attacks===
Line 97: Line 99:
*{{buff|Standing and dash grabs have significantly decreased ending lag (IASA frame 70 → 45 (standing), IASA frame 80 → 56 (dash)).}}
*{{buff|Standing and dash grabs have significantly decreased ending lag (IASA frame 70 → 45 (standing), IASA frame 80 → 56 (dash)).}}
*{{nerf|Pivot grab has increased ending lag (IASA frame 50 → 61).}}
*{{nerf|Pivot grab has increased ending lag (IASA frame 50 → 61).}}
*{{buff|[[Pummel]]'s duration has been reduced (frame 12 → 9), now being tied for the third fastest pummel in the game.}}
*{{nerf|Pummel deals 1.8% less damage (3% → 1.2%), significantly hindering its damage racking potential.}}
*{{nerf|Pummel deals 1.8% less damage (3% → 1.2%).}}
*{{buff|Pummel's duration has decreased (frame 12 → 9), making it tied for the third fastest pummel in the game.}}
*{{buff|[[Up throw]] has increased knockback growth (65 → 69), improving its KO potential and making it the third strongest up throw in the game.}}
*{{buff|Up throw has increased knockback growth (65 → 69), improving its KO potential and making it the third strongest up throw in the game.}}
*{{buff|[[Down throw]] has decreased knockback growth (100 → 51) and decreased ending lag. When coupled with the changes to hitstun canceling, it has been re-purposed into a combo starter, allowing Lucas to chain into aerial attacks up to around 150% depending on weight, [[rage]], staleness and DI.}}
*{{nerf|Down throw deals 0.5% less damage (7% → 6.5%) and has significantly decreased knockback growth (100 → 51), removing its KO potential.}}
*{{nerf|Down throw deals 0.5% less damage (7% → 6.5%) and its decreased knockback growth has removed its KO potential.}}
*{{buff|The changes to hitstun canceling significantly helps Lucas, as his down throw has now become his most reliable combo starter. It allows Lucas to combo into aerial attacks up to around 150% depending on the weight, [[rage]], staleness and DI.}}
*{{change|Down throw's animation has changed. Opponents are now aesthetically buried head first upon being thrown.}}
*{{change|Down throw's animation has changed. Lucas now aesthetically buries opponents head first upon throwing them.}}
*{{buff|Front and back floor attacks deal 1% more damage (6% → 7%).}}
*{{buff|Front and back floor attacks deal 1% more damage (6% → 7%).}}
*{{change|Edge attack now deals consistent damage (6%/8% → 7%).}}
*{{change|Edge attack now deals consistent damage (6%/8% → 7%).}}
Line 108: Line 110:
===Special moves===
===Special moves===
*{{buff|Fully charged [[PK Freeze]] deals 3% more damage (19% → 22%) and travels farther.}}
*{{buff|Fully charged [[PK Freeze]] deals 3% more damage (19% → 22%) and travels farther.}}
*{{nerf|PK Freeze is slightly slower, takes longer to fully charge and now goes lower than Lucas's body, similarly to Ness' [[PK Flash]]. Because of this, PK Freeze no longer explodes when it touches the ground. Unlike PK Flash, using the move right before it hits the ground does not count as being fully charged.}}
*{{nerf|PK Freeze is slightly slower, takes longer to fully charge and now goes lower than Lucas' body, similarly to Ness' [[PK Flash]]. Because of this, PK Freeze no longer explodes when it touches the ground. Unlike PK Flash, using it right before it hits the ground does not count as being fully charged.}}
*{{buff|[[PK Fire]] deals 1% more damage (8% → 9%).}}
*{{buff|[[PK Fire]] deals 1% more damage (8% → 9%).}}
*{{nerf|[[PK Thunder]] 2 deals 15% less damage (58% → 43%).}}
*{{nerf|[[PK Thunder]] 2 deals 15% less damage (58% → 43%).}}
*{{buff|PK Thunder is larger and PK Thunder 2 can be used again after bouncing off a wall, similarly to Ness'. PK Thunder's trapping ability has been improved and it is stronger, while PK Thunder 2 covers slightly more distance.}}
*{{buff|PK Thunder is larger and PK Thunder 2 can be used again after bouncing off a wall similarly to Ness', improving its safety. PK Thunder's traps opponents better and it is stronger, while PK Thunder 2 covers slightly more distance, improving its recovery potential.}}
*{{change|PK Thunder moves slightly faster. This makes it easier to recover if an opponent goes off-stage attempting to gimp Lucas, but also makes situational mindgames slightly harder to perform.}}
*{{change|PK Thunder moves slightly faster. This makes it easier to recover if an opponent goes off-stage attempting to gimp Lucas, but also makes situational mindgames slightly harder to perform.}}
*{{change|PK Thunder is now colored violet.}}
*{{change|PK Thunder is now colored violet.}}
*{{nerf|PSI Magnet deals 1% less damage (9% → 8%) and its healing multiplier has decreased (2.5x → 1.2x). While PSI Magnet and its hitbox are both larger, the orb only damages opponents in its center, whereas the entire orb dealt damage in ''Brawl''. It has also received a blind spot directly behind Lucas.}}
*{{nerf|PSI Magnet deals 1% less damage (9% → 8%), its healing multiplier has decreased (2.5x → 1.2x) and it only damages opponents in its center despite its orb and its hitbox being larger, whereas the entire orb dealt damage in ''Brawl'', hindering its utility. PSI Magnet also received a blind spot directly behind Lucas, hindering its safety.}}
*{{buff|Lucas retains [[PK Starstorm]] as his [[Final Smash]]. However, like with Ness' version, the falling stars are now fired in a line that can be aimed in a fanning motion from the top-center of the stage. This leaves it with blind spots, but results in a more consistent damage output when the stars do hit.}}
*{{change|PK Starstorm now functions identically to Ness' version. It deals 6% less damage per hit (14% → 8%), but the falling stars are now fired in a line that can be aimed in a fanning motion from the top-center of the stage. While this gives it blind spots, it results in a more consistent damage output when the stars do hit.}}
*{{change|Lucas's version of PK Starstorm is now colored blue like Ness' version. However, it is much thicker than Ness' version and it keeps a consistent width of three falling stars throughout rather than the width of one and a half falling stars that Ness' does.}}
*{{change|PK Starstorm's animation has changed. Like Ness' version, Lucas now strikes the same pose when using it and the falling stars are now colored blue instead of yellow. Unlike Ness' version, Lucas' version has a much thicker line of fire due to using a consistent width of three falling stars throughout, rather than a width of one and a half falling stars.}}
*{{change|PK Starstorm now has a [[flame]] effect instead of an [[electric]] effect.}}
*{{change|PK Starstorm now has a [[flame]] effect instead of an [[electric]] effect.}}
*{{change|PK Starstorm's animation has slightly changed. Lucas now strikes the same pose as Ness when using it.}}


==Update history==
==Update history==
Lucas has been buffed via game updates. Update [[1.1.0]] saw all of his grabs' ending lag decreased and as well as subtle range improvements to his forward and down tilts, though they still do not match up to his range in ''Brawl''. The changes to shield mechanics in updates 1.1.0 and [[1.1.1]] have been a mixed bag for Lucas; the changes make his sourspotted moves less safe on shield, but his sweetspotted moves safer on shield. Update [[1.1.3]] gave Lucas a number of noticeable buffs: his standing grab, dash grab, and forward aerial all had their lag decreased, his neutral aerial's damage output was increased, and forward tilt's sweetspot had its size and duration increased. As a result of these buffs, he is considered slightly better than he was when he was initially released.
Lucas has been buffed via game updates. Update [[1.1.0]] saw all of his grabs' ending lag decreased and as well as subtle range improvements to his forward and down tilts, though they still do not match up to his range in ''Brawl''. The changes to shield mechanics in updates 1.1.0 and [[1.1.1]] have been a mixed bag for Lucas; the changes make his sourspotted moves less safe on shield, but his sweetspotted moves safer on shield. Lastly, update [[1.1.3]] gave Lucas a number of noticeable buffs: his standing grab, dash grab, and forward aerial all had their lag decreased, his neutral aerial's damage output was increased, and forward tilt's sweetspot had its size and duration increased. As a result of these buffs, Lucas is considered slightly better than he was when he was initially released.


'''{{GameIcon|ssb4}} 1.1.0'''
'''{{GameIcon|ssb4}} 1.1.0'''
Line 127: Line 128:
*{{buff|Forward aerial's vertical displacement increased|1|2.9.}}
*{{buff|Forward aerial's vertical displacement increased|1|2.9.}}
*{{nerf|Forward aerial's sourspot hitbox size decreased|3.8u|3.3u.}}
*{{nerf|Forward aerial's sourspot hitbox size decreased|3.8u|3.3u.}}
*{{buff|Forward tilt's sweetspot and sourspot hitbox sizes increased: 4u → 4.4u (sweetspot), 2u 2.2u (sourspot).}}
*{{buff|Forward tilt's sweetspot and sourspot hitbox sizes increased|4u (sweetspot)/2u (sourspot)|4.4u/2.2u.}}
*{{nerf|Forward tilt's horizontal displacement decreased|1.6|0.}}
*{{nerf|Forward tilt's horizontal displacement decreased|1.6|0.}}
*{{buff|Down tilt's far hitbox horizontal displacement increased|7|7.2.}}
*{{buff|Down tilt has been improved. Its displacement increased|0|3.5, its horizontal displacement increased: 2.7 → 3 and its far hitbox's horizontal displacement increased: 7 → 7.2.}}
*{{change|Down tilt's middle hitbox angle altered|0°|40°.}}
*{{change|Down tilt's knockback altered|10 (base)/50 (growth)|18/45.}}
*{{buff|Down tilt's horizontal displacement increased|2.7|3.}}
*{{change|Down tilt's close and middle hitboxes angles' altered|70° (close)/0° (middle)|76°/40°.}}
*{{buff|Down tilt's base knockback increased|10|18.}}
*{{nerf|Down tilt's knockback growth decreased|50|45.}}  
*{{change|Down tilt's close hitbox angle altered|70°|76°.}}
*{{buff|Down tilt's displacement increased|0|3.5.}}
*{{buff|All grabs' ending lag decreased|56 frames/66 frames/66 frames|51/61/61.}}
*{{buff|All grabs' ending lag decreased|56 frames/66 frames/66 frames|51/61/61.}}
*{{buff|Grab range's early and late sizes increased: 2.5u → 3u (early), 2.4u 2.8u (late).}}
*{{buff|Grab range's early and late sizes increased|2.5u (early)/2.4u (late)|3u/2.8u.}}
*{{buff|[[PK Thunder]]'s hitbox size increased|3.5u|3.8u.}}
*{{buff|[[PK Thunder]]'s hitbox size increased|3.5u|3.8u.}}


Line 157: Line 154:
|ftiltname= 
|ftiltname= 
|ftiltdmg=11% (sweetspot), 7.5% (sourspot)
|ftiltdmg=11% (sweetspot), 7.5% (sourspot)
|ftiltdesc=A palm thrust that launches a small blast of PSI energy that deals more damage in the PSI hexagon he creates. Can be angled and has a [[Hitbox|disjointed hitbox]].
|ftiltdesc=A palm thrust that emits a small blast of PSI energy. It can be angled and has a [[Hitbox|disjointed hitbox]], although its sweetspot is located inside of the blast.
|utiltname= 
|utiltname= 
|utiltdmg=1.5% (hit 1), 8% (clean hit 2), 5% (late hit 2)
|utiltdmg=1.5% (hit 1), 8% (clean hit 2), 5% (late hit 2)
|utiltdesc=Telekinetically tilts himself upside down to perform a vertical kick that launches a blast of PSI energy. It can string into itself, a neutral aerial or an up aerial at low to medium percents.
|utiltdesc=Telekinetically tilts himself upside down to perform a vertical thrust kick that emits a blast of PSI energy. It can combo into itself, a neutral aerial or an up aerial at low to medium percents.
|dtiltname= 
|dtiltname= 
|dtiltdmg=3%
|dtiltdmg=3%
|dtiltdesc=A legsweep. Although weak, it is fast and reliable for either racking up damage or chaining into itself, a neutral attack or a grab. Hits first on frame 3, making it tied with {{SSB4|Little Mac}}, {{SSB4|Meta Knight}}, {{SSB4|Ness}} and {{SSB4|R.O.B.}}'s down tilts as the fastest down tilt in the game.  
|dtiltdesc=A legsweep. Although weak, it is fast and reliable for either racking up damage or chaining into itself, a neutral attack or a grab. Hits first on frame 3, making it tied with {{SSB4|Ness}}', {{SSB4|Little Mac}}'s, {{SSB4|R.O.B.}}'s, and {{SSB4|Meta Knight}}'s down tilts for being the fastest down tilt in the game down tilts as the fastest down tilt in the game.  
|dashname= 
|dashname= 
|dashdmg=13% (sweetspot), 9% (sourspot)
|dashdmg=13% (sweetspot), 9% (sourspot)
|dashdesc=A dashing palm thrust that launches a blast of PSI energy. Has noticeable start-up and deals more damage the farther the opponent is from Lucas.
|dashdesc=A dashing palm thrust that emits a blast of PSI energy. Has noticeable start-up and deals more damage the farther the opponent is from Lucas.
|fsmashname= 
|fsmashname= 
|fsmashdmg={{ChargedSmashDmgSSB4|14}} (base), {{ChargedSmashDmgSSB4|15}} (tip)
|fsmashdmg={{ChargedSmashDmgSSB4|14}} (base), {{ChargedSmashDmgSSB4|15}} (tip)
|fsmashdesc=Strikes opponents with a stick, which can also be used as a [[reflection|reflector]]. It is very similar to Ness' forward smash, but has with faster start-up and less ending lag at the cost of dealing less damage and knockback. Deals slightly more damage and knockback at the tip.
|fsmashdesc=Strikes opponents with a stick. Aesthetically, it is almost identical to Ness' forward smash. Mechanically, it can be used as a [[reflection|reflector]] like Ness' forward smash, but it has with faster start-up and less ending lag at the cost of dealing less damage and knockback. Deals slightly more damage and knockback at the tip.
|usmashname= 
|usmashname= 
|usmashdmg={{ChargedSmashDmgSSB4|2}} (hit 1); {{ChargedSmashDmgSSB4|19}}, {{ChargedSmashDmgSSB4|18}}, {{ChargedSmashDmgSSB4|16}}, {{ChargedSmashDmgSSB4|14}}, or {{ChargedSmashDmgSSB4|12}} (clean to late hit 2)
|usmashdmg={{ChargedSmashDmgSSB4|2}} (hit 1), {{ChargedSmashDmgSSB4|19}}, {{ChargedSmashDmgSSB4|18}}, {{ChargedSmashDmgSSB4|16}}, {{ChargedSmashDmgSSB4|14}}, or {{ChargedSmashDmgSSB4|12}} (clean to late hit 2)
|usmashdesc=Releases a large blast of PSI energy above his head. Despite in-game tips saying it is the most powerful up smash in the game and can attack opponents hanging on the ledge, neither of these are true, as it is only the fifth strongest up smash in the game, and completely whiffs most hanging characters unless their head pokes above the ledge. It is a "high risk, high reward" attack; it has a lot of ending lag, which makes it very punishable if missed, but is strong enough to potentially KO very early (80% uncharged and 54% fully charged). It also has other positives, as Lucas is invincible on frames 1-4 and gains intangibility on his head on frame 15-29. The move also possesses a huge hitbox, making it a good anti-air attack if used correctly. It appears to be based on {{s|wikibound|PK Love}}, Lucas's signature PSI attack from ''{{s|wikibound|Mother 3}}''.
|usmashdesc=Emits a large blast of PSI energy above his head. Despite in-game tips saying it is the most powerful up smash in the game and can attack opponents hanging on the ledge, neither of these are true, as it is only the fifth strongest up smash in the game, and completely whiffs most edge hanging characters unless their head pokes above the ledge. It is a "high-risk, high-reward" attack; it has an extreme amount of ending lag, which makes it very punishable if missed, but it is strong enough to KO very early, as it KOs at 80% when uncharged and at 54% when fully charged. It also has other positives, as Lucas is invincible on frames 1-4 and it grants intangibility on his head on frame 15-29. The move also possesses a huge hitbox, making it a good anti-air attack if used correctly. It appears to be based on {{s|wikibound|PK Love}}, Lucas' signature PSI attack from ''{{s|wikibound|Mother 3}}''.
|dsmashname= 
|dsmashname= 
|dsmashdmg={{ChargedSmashDmgSSB4|17}} (clean), {{ChargedSmashDmgSSB4|14}} (mid), {{ChargedSmashDmgSSB4|11}} (late)
|dsmashdmg={{ChargedSmashDmgSSB4|17}} (clean), {{ChargedSmashDmgSSB4|14}} (mid), {{ChargedSmashDmgSSB4|11}} (late)
|dsmashdesc=Aims his arm diagonally downward and launches three consecutive blasts of PSI energy towards the ground while holding his hand in a finger gun gesture. With each blast, its range increases at the expense of damage and knockback. The first hit is one of the strongest down smashes, being able to KO as low as 60% near the ledge depending on the opponent's weight and DI, and the move can catch recovering opponents before they grab the ledge if timed well. Has a bit of start-up, but low ending lag. However, despite seemingly being composed of three distinct hits, it can only strike an opponent once due to how the lone hitbox is coded, making it somewhat unsafe on shield.
|dsmashdesc=Aims his arm diagonally downward and emits three consecutive blasts of PSI energy towards the ground while holding his hand in a finger gun gesture. With each blast, its range increases at the expense of damage and knockback. The first hit is one of the strongest down smashes, being able to KO as low as 60% near the edge depending on the opponent's weight and DI, and the move can catch recovering opponents before they grab the ledge if timed well. Has a bit of start-up, but low ending lag. However, despite seemingly being composed of three distinct hits, it can only strike an opponent once due to how the lone hitbox is coded, making it somewhat unsafe on shield.
|nairname= 
|nairname= 
|nairdmg=2% (hits 1-4), 4% (hit 5)
|nairdmg=2% (hits 1-4), 4% (hit 5)
|nairdesc=An aerial gyration while releasing a blast of PSI energy around his torso. Good combo potential, despite being susceptible to SDI. Has a lot of [[freeze frame]]s on every hit.
|nairdesc=A cartwheel that emits a blast of PSI energy around his torso. Each hit has numerous of [[freeze frame]]s and it has good combo potential, despite being susceptible to SDI.
|fairname= 
|fairname= 
|fairdmg=11.5% (sweetspot), 9% (sourspot)
|fairdmg=11.5% (sweetspot), 9% (sourspot)
|fairdesc=A side kick that launches a blast of PSI energy. This move is fast and disjointed, making it a good off-stage option and one of Lucas's better spacing moves. The sweetspot does the most knockback and can KO at high percentages.
|fairdesc=A side kick that emits a blast of PSI energy. It is is fast and disjointed, making it a good off-stage option and one of Lucas' better spacing moves. Its sweetspot deals the most knockback and can KO at high percents.
|bairname= 
|bairname= 
|bairdmg= 12% (sweetspot), 9% (sourspot), 7% (late)
|bairdmg= 12% (sweetspot), 9% (sourspot), 7% (late)
|bairdesc=A backflip kick that emits a trail of PSI energy along his feet. It can [[meteor smash]] at the tip of his foot. Has disjointed reach and is weakest at the tip.
|bairdesc=A backflip kick that emits a trail of PSI energy along his feet. It can [[meteor smash]] at the tip of his foot and has disjointed reach, with its weakest hitbox being at the tip.
|uairname= 
|uairname= 
|uairdmg=13%
|uairdmg=13%
|uairdesc=An upward headbutt with a static hitbox and reasonably high knockback.
|uairdesc=An upward headbutt. Its hitbox has become smaller, static and misleading, but it deals reasonably high damage and knockback, making it a viable KOing option near the upper blast line.
|dairname= 
|dairname= 
|dairdmg=3.5% (rapid hits 1-3), 5% (final hit)
|dairdmg=3.5% (rapid hits 1-3), 5% (last hit)
|dairdesc=A series of alternating stomps with both of his feet that each launch a small blast PSI energy below himself. Like his back aerial, it is disjointed and has a meteor smash hitbox below him on the fourth and final hit. The move itself is also difficult to fully land on smaller grounded opponents such as {{SSB4|Pikachu}} and {{SSB4|Kirby}}.
|dairdesc=An alternating series of stomps, with each stomp emitting a small blast PSI energy from his feet. Like his back aerial, it is disjointed and has a meteor smash hitbox below himself on the fourth and last hit. The move itself is also difficult to fully land on smaller grounded opponents, such as {{SSB4|Pikachu}} and {{SSB4|Kirby}}.
|zairname= 
|zairname= 
|zairdmg=4% (clean), 2.8% (late)
|zairdmg=4% (clean), 2.8% (late)
|zairdesc=Sends {{s|wikibound|Duster}}'s {{s|wikibound|Rope Snake}} in front of him to damage enemies.
|zairdesc=Unfurls {{s|wikibound|Duster}}'s {{s|wikibound|Rope Snake}} in front of himself. It can damage opponents and act as a [[tether recovery]].
|grabname= 
|grabname= 
|grabdesc=Sends Duster's Rope Snake in front of him. His pivot grab is very slow, while his standing grab is deceptively fast. Can be performed in midair as a tether.
|grabdesc=Unfurls Duster's Rope Snake in front of himself. His standing grab is deceptively fast, although his pivot grab is very slow.
|pummelname= 
|pummelname= 
|pummeldmg=1.2%
|pummeldmg=1.2%
|pummeldesc=Headbutts the opponent. Tied with {{SSB4|Fox}}, {{SSB4|Kirby}}, and {{SSB4|Ness}} as the third fastest pummel in the game, but is also the weakest.  
|pummeldesc=A headbutt. Tied with Ness', Kirby's and {{SSB4|Fox}}'s pummels as the third fastest pummel in the game, but it is also the least damaging pummel in the game.  
|fthrowname= 
|fthrowname= 
|fthrowdmg=10%
|fthrowdmg=10%
|fthrowdesc=Telekinetically hurls the opponent in front of himself. KOs around 100%-160% near the edge, depending on weight and DI.
|fthrowdesc=Telekinetically throws the opponent in front of himself. Tied with {{SSB4|Bowser}}'s forward throw as the strongest in the game, it KOs around 100%-160% near the edge, depending on the opponent's weight and DI.
|bthrowname= 
|bthrowname= 
|bthrowdmg=10%
|bthrowdmg=10%
|bthrowdesc=Hurls the opponent behind himself with PSI. It is Lucas's strongest throw, capable of KOing around 100%-130% near the edge.
|bthrowdesc=Telekinetically throws the opponent behind himself. It is Lucas' strongest throw, as it KOs around 100%-130% near the edge.
|uthrowname= 
|uthrowname= 
|uthrowdmg=10%
|uthrowdmg=10%
|uthrowdesc=Uses PSI to whirl the opponent around his head, then throws them straight up. One of the strongest up throws in the game and can KO around 120%-180% depending on the opponent's weight and DI.
|uthrowdesc=Telekinetically whirls the opponent around his head, then throws them straight up. The third strongest up throw in the game, being surpassed only by {{SSB4|Mewtwo}}'s and {{SSB4|Charizard}}'s, it KOs around 120%-180% depending on the opponent's weight and DI.
|dthrowname= 
|dthrowname= 
|dthrowdmg=6.5%
|dthrowdmg=6.5%
|dthrowdesc=Slams the opponent into the ground head first, with burying added as a visual effect. A very good combo starter, it can be followed by either an up tilt, up aerial, forward aerial, or neutral aerial depending on the opponent's weight and DI, with the up aerial combo being capable of KOing at higher percentages.
|dthrowdesc=Telekinetically slams the opponent into the ground head first. Lucas' best combo starter, as it can be followed by either an up tilt, neutral aerial, forward aerial, or up aerial depending on the opponent's weight and DI, with the up aerial combo being capable of KOing at high percents. Although the opponent appears [[Bury|buried]], this is merely aesthetic.
|floorfname= 
|floorfname= 
|floorfdmg=7%
|floorfdmg=7%
Line 222: Line 219:
|edgename= 
|edgename= 
|edgedmg=7%
|edgedmg=7%
|edgedesc=Climbs onto the stage and performs a low-angled kick.
|edgedesc=Climbs onto the stage and performs a low-angle kick.
|nsdefname=PK Freeze
|nsdefname=PK Freeze
|nsdefdmg=9%-22%
|nsdefdmg=9%-22%
|nsdefdesc=Releases a blast of blue, snowflake-shaped PSI energy from above his head that freezes opponents. The direction of the blast's path can be controlled, and the attack can be made stronger by holding the special button. Renders Lucas [[helpless]] if used in the air. Deceptively quick to end.
|nsdefdesc=Emits a blast of blue, snowflake-shaped PSI energy from above his head that [[Frozen|freezes]] opponents. The direction of the blast's path can be controlled, it can be made stronger by holding the special button and it is deceptively quick to end. However, it renders Lucas [[helpless]] if used in the air.
|nsc1name=N/A
|nsc1name=N/A
|nsc2name=N/A
|nsc2name=N/A
Line 234: Line 231:
|ssdefname=PK Fire
|ssdefname=PK Fire
|ssdefdmg=3% (lightning), 6% (fire)
|ssdefdmg=3% (lightning), 6% (fire)
|ssdefdesc=Releases a lightning bolt-shaped PSI projectile from his hands. Lucas's PK Fire does not result in a pillar of flame like Ness', but rather a small fiery explosion that launches an opponent backward. It is further differentiated from Ness' PK Fire in that it flies straight ahead regardless of whether it is launched on the ground or in midair. Lucas's PK Fire also has recoil, noticeable both in the air and on the ground.
|ssdefdesc=Emits a lightning bolt-shaped PSI projectile from his hands. Unlike Ness' PK Fire, Lucas' version results in a small, fiery explosion of PSI energy that launches the opponent backward, rather than a descending pillar of fiery PSI energy. It is further differentiated from Ness' version in that it flies straight ahead regardless of whether it is used on the ground or in the air, as well as causing a minimal amount of recoil both on the ground and in the air.
|ssc1name=N/A
|ssc1name=N/A
|ssc2name=N/A
|ssc2name=N/A
Line 242: Line 239:
|ssc2desc= 
|ssc2desc= 
|usdefname=PK Thunder
|usdefname=PK Thunder
|usdefdmg=2.5% (projectile head), 0.8% (projectile tail, rapid hits), 8% (PKT2 initial hit), 2% (PKT2 rapid hits 1-5), 1.5% (PKT2 rapid hits 6-10), 10% (PKT2 final hit)
|usdefdmg=2.5% (projectile head), 0.8% (projectile tail, rapid hits), 8% (PKT2 initial hit), 2% (PKT2 rapid hits 1-5), 1.5% (PKT2 rapid hits 6-10), 10% (PKT2 last hit)
|usdefdesc=Releases a purple, streaming electrical PSI projectile from his head. Like Ness' PK Thunder, it can be directed into Lucas to launch him. Unlike Ness' version, however, it does not disappear after hitting an opponent and instead hits multiple times. The latter also applies to his PK Thunder 2.
|usdefdesc=Emits a purple, streaming electrical PSI projectile from his head. Like Ness' PK Thunder, it can be directed into Lucas to launch him at a high speed. Unlike Ness' version, it does not disappear after hitting an opponent and instead hits multiple times, giving it damage racking potential. This effect also applies PK Thunder 2, with Lucas hitting an opponent multiple times upon colliding with them.
|usc1name=N/A
|usc1name=N/A
|usc2name=N/A
|usc2name=N/A
Line 252: Line 249:
|dsdefname=PSI Magnet
|dsdefname=PSI Magnet
|dsdefdmg=8% (ending), heals 1.2x the damage of absorbed projectiles
|dsdefdmg=8% (ending), heals 1.2x the damage of absorbed projectiles
|dsdefdesc=Thrusts his arm forward and creates a blue, glowing orb of PSI energy around his outstretched hand. Any energy-based projectiles it absorbs will heal him, although it no longer absorbs energy projectiles that are launched directly at his back like it did in ''Brawl''. Unlike Ness' PSI Magnet, Lucas's version can be used offensively, as it damages opponents inside of it when it dissipates and allows it to be used as a situational edgeguard or KO option at high percentages.
|dsdefdesc=Thrusts his arm forward and emits a blue, glowing orb of PSI energy around his outstretched hand. Any energy-based projectiles it absorbs will heal him, although it no longer absorbs energy projectiles that are launched directly at his back like it did in ''Brawl''. Unlike Ness' PSI Magnet, Lucas' version can be used offensively due to it dealing damage and knockback to opponents inside of it when it dissipates, which also makes it a situational edgeguarding or KOing option due to it being a [[semi-spike]].
|dsc1name=N/A
|dsc1name=N/A
|dsc2name=N/A
|dsc2name=N/A
Line 261: Line 258:
|fsname=PK Starstorm
|fsname=PK Starstorm
|fsdmg=8% (per hit)
|fsdmg=8% (per hit)
|fsdesc=Summons a shower of falling stars. They descend in a column and can be angled in a fanning motion at any time in order to repeatedly hit opponents.}}
|fsdesc=Summons a shower of falling stars to repeatedly hit the opponent. The stars that descend in a column from the top-center of the stage and can be angled in a fanning motion throughout its duration.}}


===[[On-screen appearance]]===
===[[On-screen appearance]]===
Line 272: Line 269:
{{Taunt/SSB4
{{Taunt/SSB4
|char=Lucas
|char=Lucas
|desc-up=Lucas trips, shakes his head, and gets back up.
|desc-up=Trips, shakes his head, and gets back up.
|desc-side=Duster's Rope Snake taps him on the shoulder and has a brief conversation with Lucas, as Lucas shrugs towards it.
|desc-side=Duster's Rope Snake taps Lucas on the shoulder and has a brief conversation with him, as Lucas shrugs at it.
|desc-down=Lucas positions his right hand up to his forehead, grunts while generating small bursts of PSI energy from his index and middle fingers, then swings his hand downward.}}
|desc-down=Positions his right hand up to his forehead, grunts while generating small bursts of PSI energy from his index and middle fingers, then swings his hand downward.}}


===[[Idle pose]]s===
===[[Idle pose]]s===
Line 296: Line 293:
|victory-theme=MotherUniverseTheme.ogg
|victory-theme=MotherUniverseTheme.ogg
|victory-desc=A flourished remix coming directly from ''Brawl''. It is a sped-up remix of a portion of the title theme from the original ''Mother'' for the Famicom Disk System.
|victory-desc=A flourished remix coming directly from ''Brawl''. It is a sped-up remix of a portion of the title theme from the original ''Mother'' for the Famicom Disk System.
|desc-1=With his back towards the screen, Lucas crouches while poking at something on the ground with a large stick before turning his head around towards the screen, saying "Huh?".
|desc-1=With his back towards the screen, Lucas crouches while poking at something on the ground with a large stick before turning his head around towards the screen, saying "Huh?"
|desc-2=He forcefully pulls one of the {{s|wikibound|Seven Needles}} out of the ground, sending it flying off-screen with a trail of sparkles while Lucas looks towards the screen. This is very similar to his up smash.
|desc-2=Forcefully pulls one of the {{s|wikibound|Seven Needles}} out of the ground, sending it flying off-screen with a trail of sparkles while Lucas looks towards the screen. This is very similar to his up smash.
|desc-3=He bends down on one knee and waves his right arm in from himself while releasing blasts of PSI energy from his index and middle fingers.
|desc-3=Bends down on one knee and waves his right arm in from himself while releasing blasts of PSI energy from his index and middle fingers.
|char=Lucas}}
|char=Lucas}}


Line 380: Line 377:
==Gallery==
==Gallery==
<gallery>
<gallery>
SSB4 Lucas SplashArt.jpg|Lucas's splash art.
SSB4 Lucas SplashArt.jpg|Lucas' splash art.
Lucas amiibo.png|Lucas's [[amiibo]].
Lucas amiibo.png|Lucas' [[amiibo]].
Lucas SSB4 Screen-1.jpg|On [[Coliseum]].
Lucas SSB4 Screen-1.jpg|Using his forward aerial.
Lucas SSB4 Screen-2.jpg|Using [[PK Thunder]].
Lucas SSB4 Screen-2.jpg|Using [[PK Thunder]] against {{SSB4|Falco}}.
Lucas SSB4 Screen-3.jpg|Lucas's [[on-screen appearance]].
Lucas SSB4 Screen-3.jpg|Lucas' [[on-screen appearance]].
Lucas SSB4 Screen-4.jpg|Performing down taunt alongside {{SSB4|Ness}}.
Lucas SSB4 Screen-4.jpg|Using his down taunt alongside {{SSB4|Ness}}' down taunt.
Lucas SSB4 Screen-5.jpg|Using [[PK Fire]] with Ness.
Lucas SSB4 Screen-5.jpg|Using [[PK Fire]] against {{SSB4|Bowser}} alongside with Ness using PK Fire against {{SSB4|Sonic}}.
Lucas SSB4 Screen-6.jpg|Shaking his fists at the {{SSB4|Wii Fit Trainer}}.
Lucas SSB4 Screen-6.jpg|One of Lucas' [[idle pose]]s alongside {{SSB4|Wii Fit Trainer}} and {{SSB4|Villager}}.
Lucas SSB4 Screen-7.jpg|Healing himself with [[PSI Magnet]].
Lucas SSB4 Screen-7.jpg|Using [[PSI Magnet]] to heal himself.
Lucas SSB4 Screen-8.jpg|[[Alternate costume (SSB4)#Lucas|Alternate costumes]].
Lucas SSB4 Screen-8.jpg|All of Lucas' [[Alternate costume (SSB4)#Lucas|alternate costumes]].
Lucas SSB4 Screen-9.jpg|On [[Magicant]] with another Lucas wearing the Claus alternate costume.
Lucas SSB4 Screen-9.jpg|Lucas on [[Magicant]] with another Lucas wearing the Claus alternate costume.
Lucas SSB4 Screen-10.jpg|Taunting with [[Rope Snake]].
Lucas SSB4 Screen-10.jpg|Using his side taunt.
</gallery>
</gallery>


==Trivia==  
==Trivia==  
*Numerous aspects regarding Lucas's status in ''SSB4'' tied in to a number of significant dates for the ''EarthBound'' series:
*A few aspects regarding Lucas' status in ''SSB4'' tied in to a number of significant dates for the ''EarthBound'' series:
**He was confirmed in the same month that his origin game, ''Mother 3'', was first released.
**He was confirmed in the same month that his origin game, ''Mother 3'', was first released.
**The announcement details for Lucas and update 1.0.8 were released on the same day as ''[[EarthBound (game)|EarthBound]]''{{'}}s 20th anniversary.
**The announcement details for Lucas and update 1.0.8 were revealed on the same day as ''[[EarthBound (game)|EarthBound]]''{{'}}s 20th anniversary.
**The day he became available to purchase was the same day ''EarthBound Beginnings'' was released for the Wii U Virtual Console.
**The day he became available to purchase was the same day ''EarthBound Beginnings'' was released for the Wii U Virtual Console.
**His amiibo's release date in Japan was the same day where ''Mother 3'' was released on the Wii U Virtual Console.
**His amiibo's release date in Japan was the same day where ''Mother 3'' was released on the Wii U Virtual Console.
*Because of his non-fighter trophy, Lucas is the only character who has both ''Brawl'' and ''SSB4'' character models in the same game.
*Because of his non-fighter trophy, Lucas is the only character who has both his ''Brawl'' and ''SSB4'' character models in the same game.
*Lucas is the only [[starter character]] and ''Brawl'' newcomer to be available as DLC.
*Lucas is the only [[starter character]] and ''Brawl'' newcomer to be available as [[downloadable content]].
*Lucas is the only DLC character with a tether grab.
**He is also the only DLC character with a tether grab.
*Due to Lucas's down throw technically not burying opponents and instead forcing them into a unique position, if the character being thrown flinches lightly, they will snap back to their original position. However, in the cases of {{SSB4|Peach}}, {{SSB4|Zelda}} and {{SSB4|Rosalina}}, their dresses cannot keep up with the velocity change and will stay up. This technical oversight leads to [https://www.youtube.com/watch?v=uIdHuVTJ7S4 bizarre results].
*As Lucas' down throw technically does not [[bury]] opponents and instead forces them into a unique position, if the character being thrown flinches lightly, they will snap back to their original position. However, in the cases of {{SSB4|Peach}}, {{SSB4|Zelda}} and {{SSB4|Rosalina}}, their dresses cannot keep up with the velocity change and will stay up. This technical oversight leads to [https://www.youtube.com/watch?v=uIdHuVTJ7S4 bizarre results].
*Lucas is the only character with no special moves originating from his game that he can actually learn; in ''Mother 3'', all of his special moves are learned by Kumatora instead.
*Lucas is the only character with no special moves originating from his game that he can actually learn. In ''Mother 3'', all of his special moves are learned by {{s|wikibound|Kumatora}} instead.
**A similar case occurs with Ness, where only one of his special moves ([[PK Flash]]) is available for him to learn in ''[[EarthBound]]''; all of his other specials are taken from Paula and Poo, respectively.
**A similar case occurs with Ness, where only one of his special moves ([[PK Flash]]) is available for him to learn in ''[[EarthBound]]''; all of his other specials are taken from {{s|wikibound|Paula}} and {{s|wikibound|Poo}}, respectively.
*Lucas is the only veteran DLC character to have recycled voice clips.
*Lucas is the only veteran DLC character to have recycled voice clips.
**Lucas is also the only veteran DLC character to not have his voice actress in the DLC credits. His voice actress, however, was in the original credits before his return.
**Lucas is also the only veteran DLC character to not have his voice actress in the DLC credits. His voice actress, however, was in the original credits before his return.
**Lucas is also the only DLC character to speak English in the Japanese version of the game, though {{SSB4|Bayonetta}} can be included if her "A Witch With No Memories" alternate costume is counted.
**Lucas is also the only DLC character to speak English in the Japanese version of the game, though {{SSB4|Bayonetta}} can be technically included if her "A Witch With No Memories" alternate costume is counted.


{{SSB4Characters}}
{{SSB4Characters}}

Revision as of 03:20, June 16, 2016

This article is about Lucas' appearance in Super Smash Bros. 4. For the character in other contexts, see Lucas.
Lucas
in Super Smash Bros. 4
Lucas SSB4.png
EarthboundSymbol.svg
Universe EarthBound
Other playable appearance in Brawl


Availability Downloadable
Final Smash PK Starstorm
Tier F (36)
Lucas (SSB4)
Lucas Comes Out of Nowhere!
—Introduction Tagline

Lucas (リュカ, Lucas) is a playable character in Super Smash Bros. 4. Although he was initially absent as a playable character, Lucas' return to the series was revealed during the Nintendo Direct presentation on April 1st, 2015, while he was made available as downloadable character alongside Roy and Ryu on June 14th, 2015. Lani Minella reprises her role as Lucas' voice actor, albeit via recycled voice clips from Brawl and with some of the clips slightly sped up.

Lucas is currently ranked 36th out of 56 on the tier list, placing him in the F tier. This is a slight improvement from his ranking in Brawl, where he was ranked 30th out of 38. Like fellow Earthbound representative Ness, Lucas is no longer plagued by 10 extra grab release frames and early hitstun canceling, both of which were major detriments to his survivability and combo game, respectively. Aside from that, Lucas' retains his fast attack speed, disjointed hitboxes, projectiles that can pressure or zone opponents, and an impressive combo game.

However, while the major issues resulting in his near bottom-tier placement in Brawl have been fixed, he was nerfed due to his overall damage output, knockback, and range all being reduced, as well as the loss of several of his more advanced techniques from Brawl. Lucas also retains slow ground mobility and a recovery that is occasionally susceptible to gimps and edgeguarding. However, subsequent game updates gave Lucas further buffs that have since allowed him some success in competitive play.

Attributes

Lucas' mobility has remained virtually unchanged since Brawl; he still has average dashing speed and gravity, above average air speed, below average falling speed, very slow walking speed.

While Lucas' mobility speed is rather unimpressive, his attack speed compensates for it; notable examples include his neutral attack, which comes out on frame 2, and his down tilt, which comes out on frame 3 and is tied with Ness', Little Mac's, R.O.B.'s, and Meta Knight's down tilts for being the fastest down tilt in the game. As a result, Lucas' attacks are useful for damage racking and initiating combos, while several of his ground attacks are safe in many situations due to their minimal ending lag.

Despite his short stature and lack of a weapon outside of his forward smash, Lucas possesses good range courtesy of disjointed hitboxes. All of his smash attacks, nearly all of his aerial attacks and some of his ground attacks are disjointed, which can be further supplemented by his projectiles. In addition to their disjointed hitboxes, Lucas' smash attacks are among the strongest in the game. Like in Brawl, his up smash is among the strongest up smashes in the game while also possessing both a large disjointed hitbox and the ability to KO as low as 54% when fully charged. The first hit of his down smash is also one of the strongest in the game and is an intimidating edgeguarding option, while his forward smash has decent speed, good KO potential and can even reflect projectiles, especially when struck at its sweetspotted tip.

However, Lucas greatest strength is his grab game. Despite being the shortest-ranged tether grab in the game, it has the lowest amount of ending lag of all tether grabs and has good range nonetheless, while he also possesses arguably the best set of throws in the game. His up and back throws among the strong throws of their kinds in the game, making them two of his best KO options. His forward throw is tied for the strongest alongside Bowser's forward throw, although it is significantly weaker as a KOing option in comparison to his up and back throws. Lastly, his down throw benefits significantly from both its considerably reduced knockback and the changes to hitstun canceling, as it has been re-purposed into an excellent combo starter. While these changes have removed his down throw's KO potential, this is completely mitigated due to his up and back throws. Finally, his pummel is quick and good at racking up damage before a throw.

Lucas also boasts a strong zoning game that is essential to his success. PK Fire and grab aerial are both powerful spacing tools with their own specific uses, the latter being able to lead into a grab or forward tilt. Lucas' combo game is also very strong. His down tilt is a good combo starter, as it can combo into itself, neutral attack, and most importantly, his grab. His neutral and forward aerials can combo into themselves at low percents, while the former can also do so into other aerials (except for his back aerial) at low percents. As mentioned, his down throw is excellent for combos; it will combo into neutral and forward aerials from 0% up until high percents (even reaching into the early 90% range for neutral aerial), while down throw to up aerial is a confirmed KO set-up until past 100%.

Like Ness, Lucas' special moveset boasts versatility in the form of three PSI-based projectiles. PK Freeze can freeze his opponents, has very minimal ending lag and is viable, yet situational, as an edgeguarding option. While his PK Fire does not repeatedly hit opponents and potentially trap them like Ness' PK Fire, Lucas' deals decent knockback and can be used to give Lucas some space as it also provides a minimal amount of recoil, both on the ground and in the air. Lastly, PK Thunder does not disappear like Ness' PK Thunder when it hits opponents, but instead hits them multiple times while also boasting tighter control and PK Thunder 2, granting Lucas farther distance. Lastly, his PSI Magnet allows Lucas to deal with camping opponents that carry powerful, absorbable projectiles like Mewtwo while also allowing him to stall midair.

However, Lucas does have his flaws. With his aforementioned sub-par mobility, fast characters such as Zero Suit Samus and Sonic can give Lucas a difficult time. Another problem is a predictable approach, reliance on his zoning tools (which can be overcome), and occasionally a lack of range in spite of his tether grab. Some of his moves require precision at times; his up aerial, whose hitbox is significantly smaller than it was in Brawl, can miss large opponents like Bowser. Another prominent example is his down smash, whose three hits are all mutually exclusive and thus gives opponents a perfect opportunity to punish Lucas if they manage to shield it. Lucas can also have problems scoring KOs despite his smash attacks' impressive strengths, as they mainly require effective reading and should be used wisely as a result. Although Lucas has a reliable tether recovery, his other method of recovery is also gimpable because of its much lower priority than Ness, and it can be still be reflected or absorbed, most infamously by Rosalina & Luma. Like his fellow DLC characters, Lucas does not have any custom moves, which limits him in tournaments allowing character customization.

Altogether, Lucas' pros are on par with his cons. He has excellent an damage racking game along with some good approach moves, though his approach in general is predictable and can be faulty at times. He can also have a hard time KOing opponents outside of edgeguarding, and he is not as effective when his zoning tools can be nullified. While Lucas' initial tournament representation was poor like most of his fellow DLC characters, it has improved over time after he received buffs in game updates, and he currently has both average representation and results.

Changes from Brawl

Lucas received a mix of buffs and nerfs in the transition from Brawl to SSB4, but he was objectively nerfed overall despite being the lowest ranked newcomer in Brawl. One of the most notable improvements he received was the removal of his 10 extra frame grab release animation, which was one of his most significant flaws that he shared with Ness. Lucas' recovery, outside of advanced techniques, has been improved, as both PK Thunder 2 and Rope Snake now cover more distance. Rope Snake has also received more utility as a zoning option due to it receiving a hitbox when used as a grab aerial. Lucas has also been indirectly buffed from the changes to hitstun canceling, which is most evident with the modifications to his down throw having resulted in it becoming by far his best combo starter.

However, the 10 extra frame grab release was not the only noticeable gameplay-related aspect that Lucas lost. He can no longer use the Zap Jump or the Magnet Pull, which were his two most pivotal techniques in Brawl, although the aforementioned buffs to PK Thunder 2 and Rope Snake compensate somewhat for this. In addition, many of his attacks have seen their knockback and ranges reduced, while some of them have had their ending lag increased. This is most notably seen in his forward and back aerials losing their ability to auto-cancel from a short hop (although the landing lag of both is minimal), his down aerial having increased start-up and no longer able to reliably set up for the infamous down tilt lock, and his up aerial having notably less range while also being static, all of which significantly hinders his already poor approach and landing options.

A number of Lucas' moves have seen their damage outputs reduced, though this is made up by his newfound combo game. He additionally has a slightly harder time KOing because of his forward smash, up smash, and down throw having reduced knockback alongside the loss of his advanced techniques. Despite retaining his dashing speed from Brawl, he nonetheless dashes slower than a large portion of the cast due to a number of his fellow veterans having had their dashing speeds incresed.

Overall, Lucas has not significantly improved since Brawl when compared to the rest of the cast. However, as of update 1.1.3, he is considered to be slightly better than how he was when he was initially released in SSB4, due to the buffs he received up to and including that update.

Aesthetics

  • Change Due to the vibrant aesthetics used in SSB4, Lucas' overall color scheme is brighter. Like Ness, Lucas has lost the colored hue in his eyes (teal in Lucas' case), he is slightly taller and thinner, has a smaller and more proportionate head, his shirt's stripes are now completely horizontal with no partial stripes and his feet are slightly smaller. He also has slightly rosy cheeks.
  • Change Lucas is more expressive and, similarly to Luigi, much less depressive overall. He now notably sports has a consistent smile and scowls when performing some attacks.
  • Change Lucas' PSI-based attacks have updated sound effects and visuals.
  • Change Lucas has the same stance as Ness while holding a light item.
  • Change PSI Magnet's animation has slightly changed. Lucas now keeps both eyes open instead of closing one while using it.

Attributes

  • Buff The extra 10 frames of Lucas' grab release have been removed, significantly improving his survivability.
  • Bug fix Zap Jump and Magnet Pull have been removed.
  • Nerf The removal of Zap Jump and Magnet Pull significantly hinders Lucas' advanced technical options.
  • Nerf The majority of the cast having their dashing speeds increased hinders Lucas' approach even though his dashing speed has remained the same since Brawl.
  • Buff Lucas' air speed is faster (1.05 → 1.1).
  • Buff Lucas' fast falling speed is faster (1.918 → 2.192), which makes him less susceptible to juggling.
  • Buff Jumpsquat is 1 frame faster (5 frames → 4).

Ground attacks

  • Nerf Neutral attack deals 1.5% less damage (10% → 8.5%).
  • Buff Neutral attack's initial hits launch opponents at a higher trajectory, improving its jab canceling potential.
  • Buff Sweetspotted dash attack deals 1% more damage (12% → 13%) and deals horizontal knockback. The sweetspot is now located at the tip, improving its range.
  • Nerf Sourspotted dash attack deals 1% less damage (10% → 9%) and decreased knockback.
  • Buff Dash attack has decreased start-up (frame 17 → 15) and ending lag (IASA frame 42 → 39).
  • Nerf Up, down and sourspotted forward tilts deal less damage (11% → 9.5% (up), 6% → 3% (down), 9% → 7.5% (sourspotted forward)).
  • Nerf Forward tilt has increased start-up (frame 6 → 7) and ending lag (IASA frame 23 → 26).
  • Buff Up tilt has decreased ending lag (IASA frame 40 → 37).
  • Buff Down tilt's point-blank hitbox now deals weak vertical knockback, improving its combo potential.
  • Nerf Down tilt has increased ending lag (IASA frame 14 → 16) and slightly decreased range. It also no longer trips opponents, with only its tipper hitbox locking in opponents.
  • Nerf Forward smash has decreased base knockback (60 → 50) and has received a sourspot on all of its untippered hitboxes that deals 1% less damage, hindering its KO potential.
  • Change Forward smash uses an original sound effect instead of using a kick sound effect like it did in Brawl.
  • Change Forward smash's animation has slightly changed. Lucas now moves his head slightly more.
  • Nerf Forward and down smashes no longer have transcendent priority.
  • Nerf Up smash has decreased knockback (50 (base)/85 (growth) → 48/77) and smaller hitboxes (14u/13u/12u/10u/10u → 12u/11u/10u/8u/6.5u), slightly hindering its KO potential. It can also no longer force edge hanging opponents into the main hitbox.
  • Change Up and down smashes now use charging PSI sound effects.
  • Buff Down smash's first hit has increased base knockback (40 → 43), slightly improving its KO potential.
  • Nerf Down smash has decreased range (10u/12u/14u → 8u/9.8u/12u) and mutually exclusive hits.

Aerial attacks

  • Nerf Neutral, forward and down aerials deal less damage (17% → 12% (neutral), 12% → 11.5% (forward), 20% → 15.5% (down)).
  • Nerf Neutral, forward and up aerials no longer autocancel from a short hop due to drastically tightened autocancel windows, slightly hindering his approach potential and landing options.
  • Buff Neutral aerial has decreased base knockback (70 → 40), decreased landing lag (18 frames → 13), its last hit connects reliably and it launches overhead opponents at 60°, improving its reliability and granting it combo potential.
  • Nerf Neutral aerial has increased start-up (frame 5 → 7) and ending lag (IASA frame 40 → 45). Its SDI multiplier has also increased (1x → 2x).
  • Change Neutral aerial's animation has slightly changed. The last hit is now more pronounced.
  • Nerf Forward aerial has a smaller hitbox (5.5u → 5u) and its late hit has decreased active frames (6 frames → 2).
  • Buff Forward aerial has decreased landing lag (15 frames → 12).
  • Buff Back aerial's non-meteor sweetspot deals 2% more damage (10% → 12%) and knockback.
  • Nerf Up aerial has increased start-up (frame 5 → 7), decreased active frames (6 frames → 3) and a much smaller hitbox (7u → 5.2u) that is no longer attached to Lucas' head during its animation. This makes it static and misleading, hindering its range.
  • Buff Up aerial launches opponents at 80°, improving its KO potential despite its knockback values remaining unchanged since Brawl.
  • Change Up aerial an increased hitlag multiplier (1x → 1.1x), making its total hitlag length 10 frames long.
  • Buff Down aerial has decreased landing lag (28 frames → 24).
  • Nerf Down aerial has increased start-up (frame 4 → 10), hindering its reliability against smaller grounded targets. It also has decreased autocancel timings (frame 35 → 48), removing its set-up potential for the down tilt lock.
  • Buff Grab aerial has received a hitbox that deals damage (4% (clean), 2.8% (late)) and horizontal knockback, granting it spacing potential. It also covers more distance as a tether recovery.

Throws/other attacks

  • Buff All grabs have decreased start-up (frame 13 → 12 (standing), frame 16 → 14 (dash), frame 15 → 12 (pivot)) and increased active frames (1 frame → 8).
  • Buff Standing and dash grabs have significantly decreased ending lag (IASA frame 70 → 45 (standing), IASA frame 80 → 56 (dash)).
  • Nerf Pivot grab has increased ending lag (IASA frame 50 → 61).
  • Nerf Pummel deals 1.8% less damage (3% → 1.2%), significantly hindering its damage racking potential.
  • Buff Pummel's duration has decreased (frame 12 → 9), making it tied for the third fastest pummel in the game.
  • Buff Up throw has increased knockback growth (65 → 69), improving its KO potential and making it the third strongest up throw in the game.
  • Nerf Down throw deals 0.5% less damage (7% → 6.5%) and has significantly decreased knockback growth (100 → 51), removing its KO potential.
  • Buff The changes to hitstun canceling significantly helps Lucas, as his down throw has now become his most reliable combo starter. It allows Lucas to combo into aerial attacks up to around 150% depending on the weight, rage, staleness and DI.
  • Change Down throw's animation has changed. Lucas now aesthetically buries opponents head first upon throwing them.
  • Buff Front and back floor attacks deal 1% more damage (6% → 7%).
  • Change Edge attack now deals consistent damage (6%/8% → 7%).

Special moves

  • Buff Fully charged PK Freeze deals 3% more damage (19% → 22%) and travels farther.
  • Nerf PK Freeze is slightly slower, takes longer to fully charge and now goes lower than Lucas' body, similarly to Ness' PK Flash. Because of this, PK Freeze no longer explodes when it touches the ground. Unlike PK Flash, using it right before it hits the ground does not count as being fully charged.
  • Buff PK Fire deals 1% more damage (8% → 9%).
  • Nerf PK Thunder 2 deals 15% less damage (58% → 43%).
  • Buff PK Thunder is larger and PK Thunder 2 can be used again after bouncing off a wall similarly to Ness', improving its safety. PK Thunder's traps opponents better and it is stronger, while PK Thunder 2 covers slightly more distance, improving its recovery potential.
  • Change PK Thunder moves slightly faster. This makes it easier to recover if an opponent goes off-stage attempting to gimp Lucas, but also makes situational mindgames slightly harder to perform.
  • Change PK Thunder is now colored violet.
  • Nerf PSI Magnet deals 1% less damage (9% → 8%), its healing multiplier has decreased (2.5x → 1.2x) and it only damages opponents in its center despite its orb and its hitbox being larger, whereas the entire orb dealt damage in Brawl, hindering its utility. PSI Magnet also received a blind spot directly behind Lucas, hindering its safety.
  • Change PK Starstorm now functions identically to Ness' version. It deals 6% less damage per hit (14% → 8%), but the falling stars are now fired in a line that can be aimed in a fanning motion from the top-center of the stage. While this gives it blind spots, it results in a more consistent damage output when the stars do hit.
  • Change PK Starstorm's animation has changed. Like Ness' version, Lucas now strikes the same pose when using it and the falling stars are now colored blue instead of yellow. Unlike Ness' version, Lucas' version has a much thicker line of fire due to using a consistent width of three falling stars throughout, rather than a width of one and a half falling stars.
  • Change PK Starstorm now has a flame effect instead of an electric effect.

Update history

Lucas has been buffed via game updates. Update 1.1.0 saw all of his grabs' ending lag decreased and as well as subtle range improvements to his forward and down tilts, though they still do not match up to his range in Brawl. The changes to shield mechanics in updates 1.1.0 and 1.1.1 have been a mixed bag for Lucas; the changes make his sourspotted moves less safe on shield, but his sweetspotted moves safer on shield. Lastly, update 1.1.3 gave Lucas a number of noticeable buffs: his standing grab, dash grab, and forward aerial all had their lag decreased, his neutral aerial's damage output was increased, and forward tilt's sweetspot had its size and duration increased. As a result of these buffs, Lucas is considered slightly better than he was when he was initially released.

Super Smash Bros. 4 1.1.0

  • Buff Sourspotted forward aerial deals 1% more damage: 8% → 9%.
  • Buff Forward aerial's vertical displacement increased: 1 → 2.9.
  • Nerf Forward aerial's sourspot hitbox size decreased: 3.8u → 3.3u.
  • Buff Forward tilt's sweetspot and sourspot hitbox sizes increased: 4u (sweetspot)/2u (sourspot) → 4.4u/2.2u.
  • Nerf Forward tilt's horizontal displacement decreased: 1.6 → 0.
  • Buff Down tilt has been improved. Its displacement increased: 0 → 3.5, its horizontal displacement increased: 2.7 → 3 and its far hitbox's horizontal displacement increased: 7 → 7.2.
  • Change Down tilt's knockback altered: 10 (base)/50 (growth) → 18/45.
  • Change Down tilt's close and middle hitboxes angles' altered: 70° (close)/0° (middle) → 76°/40°.
  • Buff All grabs' ending lag decreased: 56 frames/66 frames/66 frames → 51/61/61.
  • Buff Grab range's early and late sizes increased: 2.5u (early)/2.4u (late) → 3u/2.8u.
  • Buff PK Thunder's hitbox size increased: 3.5u → 3.8u.

Super Smash Bros. 4 1.1.3

  • Buff Forward tilt hitbox size: 4.4 → 4.7.
  • Buff Neutral air looping hits damage: 1% → 2%.
  • Buff Forward air landing lag: 15 frames → 12
  • Buff Standing grab and dash grab had their ending lag decreased by 5 frames: 50/60 → 45/55.
  • Change All grabs have sped up animations.
  • Nerf PSI Magnet heals half damage from absorbing teammates' projectiles.


Moveset

  Name Damage Description
Neutral attack   2.5% A right-legged roundhouse kick followed by a right-legged hook kick followed by a left-legged reverse roundhouse kick. The third kick has slightly more range. Comes out very fast (frame 2) and can combo into a dash attack at low to medium percents.
2%
4%
Forward tilt   11% (sweetspot), 7.5% (sourspot) A palm thrust that emits a small blast of PSI energy. It can be angled and has a disjointed hitbox, although its sweetspot is located inside of the blast.
Up tilt   1.5% (hit 1), 8% (clean hit 2), 5% (late hit 2) Telekinetically tilts himself upside down to perform a vertical thrust kick that emits a blast of PSI energy. It can combo into itself, a neutral aerial or an up aerial at low to medium percents.
Down tilt   3% A legsweep. Although weak, it is fast and reliable for either racking up damage or chaining into itself, a neutral attack or a grab. Hits first on frame 3, making it tied with Ness', Little Mac's, R.O.B.'s, and Meta Knight's down tilts for being the fastest down tilt in the game down tilts as the fastest down tilt in the game.
Dash attack   13% (sweetspot), 9% (sourspot) A dashing palm thrust that emits a blast of PSI energy. Has noticeable start-up and deals more damage the farther the opponent is from Lucas.
Forward smash   14% (base), 15% (tip) Strikes opponents with a stick. Aesthetically, it is almost identical to Ness' forward smash. Mechanically, it can be used as a reflector like Ness' forward smash, but it has with faster start-up and less ending lag at the cost of dealing less damage and knockback. Deals slightly more damage and knockback at the tip.
Up smash   2% (hit 1), 19%, 18%, 16%, 14%, or 12% (clean to late hit 2) Emits a large blast of PSI energy above his head. Despite in-game tips saying it is the most powerful up smash in the game and can attack opponents hanging on the ledge, neither of these are true, as it is only the fifth strongest up smash in the game, and completely whiffs most edge hanging characters unless their head pokes above the ledge. It is a "high-risk, high-reward" attack; it has an extreme amount of ending lag, which makes it very punishable if missed, but it is strong enough to KO very early, as it KOs at 80% when uncharged and at 54% when fully charged. It also has other positives, as Lucas is invincible on frames 1-4 and it grants intangibility on his head on frame 15-29. The move also possesses a huge hitbox, making it a good anti-air attack if used correctly. It appears to be based on PK Love, Lucas' signature PSI attack from Mother 3.
Down smash   17% (clean), 14% (mid), 11% (late) Aims his arm diagonally downward and emits three consecutive blasts of PSI energy towards the ground while holding his hand in a finger gun gesture. With each blast, its range increases at the expense of damage and knockback. The first hit is one of the strongest down smashes, being able to KO as low as 60% near the edge depending on the opponent's weight and DI, and the move can catch recovering opponents before they grab the ledge if timed well. Has a bit of start-up, but low ending lag. However, despite seemingly being composed of three distinct hits, it can only strike an opponent once due to how the lone hitbox is coded, making it somewhat unsafe on shield.
Neutral aerial   2% (hits 1-4), 4% (hit 5) A cartwheel that emits a blast of PSI energy around his torso. Each hit has numerous of freeze frames and it has good combo potential, despite being susceptible to SDI.
Forward aerial   11.5% (sweetspot), 9% (sourspot) A side kick that emits a blast of PSI energy. It is is fast and disjointed, making it a good off-stage option and one of Lucas' better spacing moves. Its sweetspot deals the most knockback and can KO at high percents.
Back aerial   12% (sweetspot), 9% (sourspot), 7% (late) A backflip kick that emits a trail of PSI energy along his feet. It can meteor smash at the tip of his foot and has disjointed reach, with its weakest hitbox being at the tip.
Up aerial   13% An upward headbutt. Its hitbox has become smaller, static and misleading, but it deals reasonably high damage and knockback, making it a viable KOing option near the upper blast line.
Down aerial   3.5% (rapid hits 1-3), 5% (last hit) An alternating series of stomps, with each stomp emitting a small blast PSI energy from his feet. Like his back aerial, it is disjointed and has a meteor smash hitbox below himself on the fourth and last hit. The move itself is also difficult to fully land on smaller grounded opponents, such as Pikachu and Kirby.
Grab aerial   4% (clean), 2.8% (late) Unfurls Duster's Rope Snake in front of himself. It can damage opponents and act as a tether recovery.
Grab   Unfurls Duster's Rope Snake in front of himself. His standing grab is deceptively fast, although his pivot grab is very slow.
Pummel   1.2% A headbutt. Tied with Ness', Kirby's and Fox's pummels as the third fastest pummel in the game, but it is also the least damaging pummel in the game.
Forward throw   10% Telekinetically throws the opponent in front of himself. Tied with Bowser's forward throw as the strongest in the game, it KOs around 100%-160% near the edge, depending on the opponent's weight and DI.
Back throw   10% Telekinetically throws the opponent behind himself. It is Lucas' strongest throw, as it KOs around 100%-130% near the edge.
Up throw   10% Telekinetically whirls the opponent around his head, then throws them straight up. The third strongest up throw in the game, being surpassed only by Mewtwo's and Charizard's, it KOs around 120%-180% depending on the opponent's weight and DI.
Down throw   6.5% Telekinetically slams the opponent into the ground head first. Lucas' best combo starter, as it can be followed by either an up tilt, neutral aerial, forward aerial, or up aerial depending on the opponent's weight and DI, with the up aerial combo being capable of KOing at high percents. Although the opponent appears buried, this is merely aesthetic.
Forward roll
Back roll
Spot dodge
Air dodge
Techs
Floor attack (front)
Floor getups (front)
  7% Gets up and kicks opponents from either side.
Floor attack (back)
Floor getups (back)
  7% Gets up and kicks opponents from either side.
Floor attack (trip)
Floor getups (trip)
  5% Gets up and kicks back and forth.
Edge attack
Edge getups
  7% Climbs onto the stage and performs a low-angle kick.
Neutral special Default PK Freeze 9%-22% Emits a blast of blue, snowflake-shaped PSI energy from above his head that freezes opponents. The direction of the blast's path can be controlled, it can be made stronger by holding the special button and it is deceptively quick to end. However, it renders Lucas helpless if used in the air.
Custom 1 N/A    
Custom 2 N/A    
Side special Default PK Fire 3% (lightning), 6% (fire) Emits a lightning bolt-shaped PSI projectile from his hands. Unlike Ness' PK Fire, Lucas' version results in a small, fiery explosion of PSI energy that launches the opponent backward, rather than a descending pillar of fiery PSI energy. It is further differentiated from Ness' version in that it flies straight ahead regardless of whether it is used on the ground or in the air, as well as causing a minimal amount of recoil both on the ground and in the air.
Custom 1 N/A    
Custom 2 N/A    
Up special Default PK Thunder 2.5% (projectile head), 0.8% (projectile tail, rapid hits), 8% (PKT2 initial hit), 2% (PKT2 rapid hits 1-5), 1.5% (PKT2 rapid hits 6-10), 10% (PKT2 last hit) Emits a purple, streaming electrical PSI projectile from his head. Like Ness' PK Thunder, it can be directed into Lucas to launch him at a high speed. Unlike Ness' version, it does not disappear after hitting an opponent and instead hits multiple times, giving it damage racking potential. This effect also applies PK Thunder 2, with Lucas hitting an opponent multiple times upon colliding with them.
Custom 1 N/A    
Custom 2 N/A    
Down special Default PSI Magnet 8% (ending), heals 1.2x the damage of absorbed projectiles Thrusts his arm forward and emits a blue, glowing orb of PSI energy around his outstretched hand. Any energy-based projectiles it absorbs will heal him, although it no longer absorbs energy projectiles that are launched directly at his back like it did in Brawl. Unlike Ness' PSI Magnet, Lucas' version can be used offensively due to it dealing damage and knockback to opponents inside of it when it dissipates, which also makes it a situational edgeguarding or KOing option due to it being a semi-spike.
Custom 1 N/A    
Custom 2 N/A    
Final Smash PK Starstorm 8% (per hit) Summons a shower of falling stars to repeatedly hit the opponent. The stars that descend in a column from the top-center of the stage and can be angled in a fanning motion throughout its duration.

On-screen appearance

LucasOnScreenAppearanceSSB4.gif

Taunts

  • Up taunt: Trips, shakes his head, and gets back up.
  • Side taunt: Duster's Rope Snake taps Lucas on the shoulder and has a brief conversation with him, as Lucas shrugs at it.
  • Down taunt: Positions his right hand up to his forehead, grunts while generating small bursts of PSI energy from his index and middle fingers, then swings his hand downward.
Up taunt Side taunt Down taunt
LucasUpTauntSSB4.gif LucasSideTauntSSB4.gif LucasDownTauntSSB4.gif

Idle poses

  • Taps the toes of his shoes on the ground.
  • Shakes his fists in front of his face in a cowardly motion.
LucasIdlePose1WiiU.jpg LucasIdlePose2WiiU.jpg

Crowd cheer

English Japanese
Cheer
Description Lu-cas! Ryuuu-ka!
Pitch Female Female

Victory poses

A flourished remix coming directly from Brawl. It is a sped-up remix of a portion of the title theme from the original Mother for the Famicom Disk System.
  • With his back towards the screen, Lucas crouches while poking at something on the ground with a large stick before turning his head around towards the screen, saying "Huh?"
  • Forcefully pulls one of the Seven Needles out of the ground, sending it flying off-screen with a trail of sparkles while Lucas looks towards the screen. This is very similar to his up smash.
  • Bends down on one knee and waves his right arm in from himself while releasing blasts of PSI energy from his index and middle fingers.
LucasPose1WiiU.gif LucasPose2WiiU.gif LucasPose3WiiU.gif

In competitive play

Notable players

Active

Inactive

Trophies

While not playable at the release of the game, there has always been a trophy of Lucas in both versions; this trophy matches his appearance in Brawl. Upon his release, he additionally received two (three in the Wii U version) trophies that match the format of the other playable characters. The existing non-fighter one remains unchanged, as with Mewtwo's non-fighter trophy.

Lucas (non-fighter)
Ntsc Before adventuring, Lucas was a timid, cautious boy. His journey has made him a stronger person. Maybe he met someone to spend his life with... Hang on—we're moving way too fast! For now, remember that Lucas and Ness are favorites in the hearts of EarthBound fans.
Pal Once upon a time, Lucas was a bit of a cry-baby. You might even say he was a wimp. But then, well...he had more than his fair share of rough times and toughened up a bit. Who knows what he's up to now? Whatever he's doing, his story - much like Ness's - lives on in the hearts of all Mother series fans.
GB Advance: Mother 3
Lucas
Ntsc The younger of the twin brothers from Nowhere makes his triumphant return to the game of Smash. Hailing from the Japan-only game Mother 3, Lucas's specialty is psychic projectile attacks. He can use these PSI attacks to do things like absorb enemy projectiles and deal supernatural damage!
Pal Lucas, the younger of the twin brothers from Tazmily, comes originally from the Japan-only game, Mother 3, and now makes his triumphant return to Super Smash Bros.! Here he makes great use of his PSI powers with lots of projectile attacks, and can use his faster attacks on anybody who gets too close.
GB Advance: Mother 3
Lucas (Alt.)
Ntsc Lucas's up special PK Thunder can hit enemies multiple times, but if you hit yourself with it, you can then tackle and launch opponents! Lucas's up smash has the strongest launch power of any fighter's up smash. The range for this attack is wide, and it's strongest right after Lucas unleashes the attack.
Pal Lucas's up special, PK Thunder, can either hit enemies multiple times, or hit Lucas himself to push him into a powerful charge attack. Meanwhile, his up smash attack is the most powerful launching move in the entire game, so make good use of it! It's a wide-range attack that is most effective right after Lucas unleashes it.
GB Advance: Mother 3
PK Starstorm (Lucas)
Ntsc You can adjust the direction of the shooting stars in this attack! Rain stars down on multiple fighters at once, or be mean and pick on a single fighter. The choice is yours! If a star connects, it will deal ongoing fire damage, making it hard for opponents to return to the stage.
Pal Lucas uses his PSI powers to summon a stream of shooting stars, the angle of which you can control. It's good for attacking an entire group during a free-for-all...or if you want to make things tougher for a single person. Even if the attack only hits once, it deals ongoing fire damage, making it harder to get back to the stage.

Alternate costumes

Lucas Palette (SSB4).png
Lucas (SSB4) Lucas (SSB4) Lucas (SSB4) Lucas (SSB4) Lucas (SSB4) Lucas (SSB4) Lucas (SSB4) Lucas (SSB4)

Reveal trailer

<youtube>zwIhEXVRCog</youtube>

Gallery

Trivia

  • A few aspects regarding Lucas' status in SSB4 tied in to a number of significant dates for the EarthBound series:
    • He was confirmed in the same month that his origin game, Mother 3, was first released.
    • The announcement details for Lucas and update 1.0.8 were revealed on the same day as EarthBound's 20th anniversary.
    • The day he became available to purchase was the same day EarthBound Beginnings was released for the Wii U Virtual Console.
    • His amiibo's release date in Japan was the same day where Mother 3 was released on the Wii U Virtual Console.
  • Because of his non-fighter trophy, Lucas is the only character who has both his Brawl and SSB4 character models in the same game.
  • Lucas is the only starter character and Brawl newcomer to be available as downloadable content.
    • He is also the only DLC character with a tether grab.
  • As Lucas' down throw technically does not bury opponents and instead forces them into a unique position, if the character being thrown flinches lightly, they will snap back to their original position. However, in the cases of Peach, Zelda and Rosalina, their dresses cannot keep up with the velocity change and will stay up. This technical oversight leads to bizarre results.
  • Lucas is the only character with no special moves originating from his game that he can actually learn. In Mother 3, all of his special moves are learned by Kumatora instead.
    • A similar case occurs with Ness, where only one of his special moves (PK Flash) is available for him to learn in EarthBound; all of his other specials are taken from Paula and Poo, respectively.
  • Lucas is the only veteran DLC character to have recycled voice clips.
    • Lucas is also the only veteran DLC character to not have his voice actress in the DLC credits. His voice actress, however, was in the original credits before his return.
    • Lucas is also the only DLC character to speak English in the Japanese version of the game, though Bayonetta can be technically included if her "A Witch With No Memories" alternate costume is counted.