Super Smash Bros. Ultimate

Lucas (SSBU)/Down smash

< Lucas (SSBU)
Revision as of 13:04, December 24, 2024 by Mariogeek2 (talk | contribs) (→‎Overview: Grammar & spelling fixes, reworded to make it flow better.)
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Hitbox visualization showing Lucas's down smash.

OverviewEdit

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Lucas does 3 hits of PSI energy. The move is pretty slow, having a third of a second of start-up and a long move duration, being interruptible at frame 60. However, the move is balanced out by being very strong, KOing at pretty early percents; additionally, the move is very big, being one of the easiest 2 frames to hit in the game, and despite the high amount of total frames, the move's final hit coming out later than the other hits (at frame 39), combined with the fact that all 3 hits on shield are a true blockstring and the fact that the last hit has plenty of shieldstun, mean that the move is relatively safe on shield (-12, which is pretty good).

With all of those strengths, this move is often considered one of the best down smashes in the game.

HitboxesEdit

ID Part Rehit rate Damage SD Angle Angle type BK KS FKV Set weight Radius Bone Offset SDI× T% Clang Rebound Effect Type G A Sound Direct Hit bits Hit part Blockable Reflectable Absorbable Flinchless No GFX Heedless
Hit 1
0 0 8 17.0% -10.0   Forward 43 90 0   8.0 top 0.0 2.5 8.0 1.0× 1.0× 0%               Magic   All All            
Hit 2
0 0 9 14.0% -8.0   Forward 30 90 0   9.8 top 3.3 2.5 8.5 1.0× 1.0× 0%               Magic   All All            
Hit 3
0 0 9 11.0% -6.0   Forward 20 90 0   12.0 top -5.6 2.5 8.0 1.0× 1.0× 0%               Magic   All All            

TimingEdit

Charges between 5-6
Hit 1 20-22
Hit 2 29-31
Hit 3 39-41
Interruptible 60
Animation length 73
                                                                                                                                   
Legend (1 square = 1 frame)
 
Lag time
  
Charge interval
 
Hitbox
 
Interruptible

TriviaEdit

  • The hitbox does not actually have any gaps between hits; instead, during the "inactive" frames, its hit bits are changed to be unable to hit fighters. This was implemented in Smash 4 to prevent the move from hitting more than once without giving it a consistently active hitbox against opponents; in Ultimate, however, it was given a rehit rate, allowing it to still function like a traditional multi-hit move.