Project M

Lucario (PM)

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Lucario
in Project M and Project+
Lucario SSBB.jpg
PokemonSymbol.svg
Universe Pokémon
Base game appearance Brawl
Moveset inspiration Lucario (SSBB)
Alternate costume Gi Lucario
Lucario (SSBB)
Lucario's GI Costume in Project M 3.5

Lucario is a playable character in the Brawl mod Project M. Its mechanics between Brawl and Project M have been nearly entirely reimagined.

Attributes

Lucario is effectively a different character in PM than in Brawl. Its signature aura system, rather than increasing its damage output at high percentages and low stocks, now allows players to fill a "super meter" that they can drain to unleash more powerful attacks and abilities, similarly to traditional fighting games. In addition, it now possesses a combo system, and many of its attacks, such as its forward tilt and forward smash, have been redesigned to resemble attacks from more traditional fighting games.

Lucario has command of a type of interruptibility in the form of two "magic series": "neutral/dash, tilt, smash, special" and "aerial, special". If Lucario lands an attack on a foe or a shield, it can immediately cancel any endlag into any move farther forward on the respective list, allowing Lucario to string together up to 4 attacks extremely quickly.

Every attack landed by Lucario gives it "aura points", equal to 1.2x the damage dealt (0.6x when hitting a shield). Upon accumulating 50 aura points in one stock, Lucario earns an "aura charge" that it can spend to amplify the power of a special move by pressing the special attack and neutral attack buttons simultaneously. Lucario can hold 2 charges or 100 aura points (which takes just over 83% damage to build up) and retains them between stocks.

With these two mechanics mind, Lucario's strategy is to string together long combos to rack up damage and finish the opponent with an aura-powered special move.

Changes from Brawl to PM

Attributes

  • Buff Lucario's attack power is consistently higher and remains so throughout the match instead of getting stronger as its damage rises.
  • Buff Up taunt gives Lucario 5 aura points.
  • Buff Running speed is significantly higher.
  • Change Aura mechanics revamped as described above.

Ground Attacks

  • Buff Up smash is now a leaping uppercut with repeating hitboxes leading to a strong final hit. In addition to dealing increased damage (19%), it can be turned around during start-up and jump-canceled on hit, making it overall much more useful than its old incarnation.

Aerial Attacks

  • Buff Neutral aerial is now a spinning hurricane kick with longer range that does higher damage (15%) and lingers after a strong initial hit.
  • Buff Foward aerial does much more damage.

Special Moves

  • Buff Force Palm meteor smashes aerially grabbed opponents. The super version of the move also spikes.
  • Buff ExtremeSpeed deals slight damage and knockback with repeating hitboxes (up to 13%).
  • Nerf Aura Sphere is slower when charged and has fewer charge levels.
  • Nerf If ExtremeSpeed is cancelled, Lucario becomes vulnerable to the grab release glitch.
  • Change Double Team is no longer a counter. It is now a short dash which grants invincibility. While in the air, Lucario will dash diagonally downwards. It can be canceled by any normal attack at the cost of one aura charge.

Revisions

v2.5b

  • Buff Is now able to on-hit cancel during hitlag, which also effectively reduces the startup of the move by 1, and is able to OHC using the C-Stick during hitlag.
  • Buff Jab 2 hits and can transition into jab 3 slightly faster to match the animation.
  • Buff Jab 3 hits and ends earlier in the animation, reaches crouching and landing opponents better, and base knockback and angle lowered slightly.
  • Buff Dash attack weak hitbox ends sooner when it lowers its leg and the graphic ends, angle lowered a bit, and has less base knockback and more growth.
  • Buff Forward tilt hitbox comes out sooner, its arm during the swing is intangible, and IASA is much earlier.
  • Buff Down tilt foot aura hitbox does more damage and meteors against grounded foes.
  • Buff Neutral air has new graphical and sound effects, and damage and knockback are increased.
  • Buff Forward air autocancels sooner, strong hit has slightly reduced base knockback, increased growth, and lasts slightly longer.
  • Buff Back air hand aura hitbox on strong hit does more damage, base knockback, and has a more horizontal trajectory.
  • Buff Up air foot aura hitbox does slightly more damage, base knockback, growth, and sends more vertically.
  • Buff Dash grab and turn grab have a third grab box added.
  • Buff Up throw release point adjusted to be more in front and look less awkward, and knockback growth increased significantly.
  • Buff Double Team is reversible and preserves horizontal momentum on startup.
  • Buff Double Team movement during dash increased and smoothed out to provide more momentum when canceled at any length, goes a slightly longer distance overall, and in the air transitions into fall better.
  • Nerf Back air weak late hit removed.
  • Nerf Aerial super Force Palms throw knockback growth reduced a bit.
  • Change Lucario's glowing hands for the first charge towards a super are fainter and blue, second charge is white when it has two.
  • Change All of Lucario's hitbox placements, sizes, and durations cleaned up. Graphical effects adjusted to, in most cases, represent the outermost hitboxes.
  • Change Jabs, dash ttack, forward/up/down tilt are now SDIable like normal.
  • Change Jab 2 and forward smash are slightly more advantaged on block.
  • Change Jab 3, forward tilt, and up tilt are more advantaged on block.
  • Change dash Attack, down tilt, and down smash are slightly less advantaged on block.
  • Change Many of Lucario's sound effect timings corrected.
  • Change Spot dodge invincibility duration adjusted to be more appropriate for its total duration compared to the next best dodge tier.
  • Change Jab 1 & 2 inner hits link better into the next jab.
  • Change Dash attack no longer buffers into special moves on hit by holding down the special button, and works like any other OHC input that requires pressing the button.
  • Change Dash attack has new graphical effects, uses aura element, travels a shorter distance, and IASA is a bit later.
  • Change Dash attack strong hit duration shortened to be able to space for the weak hit better, sends much more horizontally except for at the foot aura hitbox, and knockback adjusted slightly.
  • Change Forward tilt has a lower angle, more base knockback, and less growth.
  • Change Down tilt startup greatly reduced, damage decreased slightly, and IASA is earlier.
  • Change Forward smash hitbox ends sooner, slightly less base knockback on weak hit, and momentum is preserved on startup to be able to slide during it.
  • Change Up smash charges up properly, scaling damage and knockback accordingly when charged.
  • Change Up smash animation cleaned up, has an aura trail added to the fist, and it steps into the move instead of back giving it much more range.
  • Change Up smash links better, is able to cancel into landing while moving downwards, and knockback growth on the final hit decreased slightly.
  • Change Down smash startup greatly reduced, knockback growth decreased slightly, and inside hitbox on his front side is clankable like the other three hitboxes.
  • Change Forward air foot aura hitbox on strong hit does increased damage, base knockback, and has a more vertical trajectory.
  • Change Forward air weak hit damage decreased slightly, knockback growth increased, and the hit duration is reduced.
  • Change Back air strong hit does slightly more damage, has less base knockback and growth, and lasts slightly longer.
  • Change Up air autocancels sooner, IASA is much earlier, and knockback growth and hit duration are decreased.
  • Change Down air second hit has less base knockback and more growth.
  • Change Forward throw startup speed adjusted to look more like a throw than a spasm.
  • Change Down throw speed is weight dependent and has significantly less startup to be harder to DI.
  • Change Down throw damage and angle decreased slightly, has less base knockback, and more growth.
  • Change Quick get up attack does not whiff when they are standing very close to the edge.
  • Change Aura Sphere charge cancel now has its own animation which allows canceling into wait instead of into Shield, and the charge hits' hitlag is increased.
  • Change Super Force Palm and ExtremeSpeed are no longer activated with the C-Stick.
  • Change Force Palms grab has more startup, but grab duration is slightly longer.
  • Change Force Palms attack hitboxes adjusted in damage and knockback, with the closest being the strongest.
  • Change Grounded Force Palms near instant interrupt removed, animation shortened, and the Normal version has less base knockback and more growth.
  • Change ExtremeSpeed hitboxes adjusted so that the final hit will actually come out before the animation ends, and has a hitbox when grabbing the edge.
  • Change ExtremeSpeed uses weight dependent set knockback on multihits and super cancel instead of base knockback and no growth, and the multihits are not as SDIable.
  • Change ExtremeSpeed and Double Team have priority over Force Palm for OHCs when inputting diagonally.
  • Change Double Team startup increased significantly, but is intangible when it begins to move instead of partially into the dash.

v2.6b

  • Buff Aerial Force Palm grab collisions adjusted to cover slightly more vertical area.
  • Buff Double Team can be interrupted sooner on the ground.
  • Change Forward tilt animation improvements, and provides more forward momentum when canceled early.
  • Change Aura Sphere charge ball startup begins hitting slightly later and is held closer in at the start to not interfere with knockback as easily when canceled into during hitlag.
  • Bug fix Fixed a glitch with aerial Force Palm used directly out of hitstun where Lucario would fall after grabbing an enemy.
  • Change ExtremeSpeed cancel end animation transitions better into fall.

v3.0

  • Buff Lucario starts each stock with an Aura charge.
  • Buff Neutral air is now a multi-hit aerial with similar power.
  • Buff Up throw has slightly less endlag.
  • Buff Down throw has slightly less total duration.
  • Buff Double Team has less startup and is invincible slightly longer. Same total duration.
  • Nerf Wallcling can no longer be activated out of ExtremeSpeed ending.
  • Change Fully charge Aura Sphere travels slightly slower.
  • Change Aura Sphere charging scales travel speed slightly more quickly.
  • Buff Final Smash beam is larger, turns faster and further, and is more powerful.

v3.5

  • Buff Shield size was increased from 6.5 to 8.6
  • Change Lucario has gained a crawling tilt
  • Nerf He once again has Aura charges carried over between stocks
  • Nerf Powered and non-powered aerial Force Palm's angles were decreased
  • Nerf Double Team's invincibility frames end 3 frames earlier (28 to 25), and does not refresh on hit

v3.6

  • Change Lucario has a new running animation.
  • Buff A new feature was implemented in Lucario's up taunt, enabling players to gain 5 aura points every 40 frames if said taunt is held for a certain duration.
    • Nerf As a drawback, Lucario will gain 5% damage in the same instance. This feature is omitted if it is at maximum power.
  • Change Lucario has more aura visuals as an indication to its increase in power.

Moveset

Up to date as of version 3.5.

Name Damage Description
Neutral attack 3% (hit 1), 2% (hit 2), 5% (hit 3) Waves its hand forward, does a palm thrust, and then kicks high. Each hit has whitish blue aura accompanying it and moves Lucario a fair bit forward. The first hit can combine with other attacks well, especially grabs, and is part of the Magic Series. By using the first strike, Lucario can initiate a Force Palm grab, standard grab or tilt to start a combo.
Forward tilt 10% Lucario spins around, attacking with the back of his hand. This can be part of a Magic Series, as all tilts are.
Up tilt 7% Swings its leg in an arc over its head. Quick and can juggle.
Down tilt 6% (body), 8% (tip) Sweeps one leg out along the ground. Paws flare up slightly when it does this.
Crawl attack 9% (body), 10% (aura) Possibly similar to a move in the Street Fighter Series, Lucario preforms a low sweeping kick attack to the opponent. Leg flares up while doing this.
Dash attack 10% (clean) 7% (late) Lucario does a kick attack, with the animation used from his previous version of Double Team. The attack is based off the medium and heavy kicks from the Street Fighter series.
Forward smash 14% (body), 16% (aura) Lucario places its paws together in front of itself and shoots a blast of bluish white aura energy, with great range and a good amount of active frames. The sweetspot is where the aura part of the attack connects, and can KO heavyweights around 115% if hit near the edge.
Up smash 8% (hit 1), 1% (hits 2-4), 6% (hit 5) (17% total) Inspired by the Shoryuken uppercut attack from Capcom's Street Fighter series, Lucario performs a multi-hitting leaping uppercut, ending with a strong final hit. It deals up to 17% damage, and can be jump canceled on hit and turned around during the start-up. It has overall much more utility than its original up smash from Brawl.
Down smash 14% Lucario brings its paws down to either side of it in a downwards slapping motion. It has rather slow start-up and noticeable ending lag for a down smash if the move misses.
Neutral aerial 15% (clean), 12% (mid), 9% (late) Based on another move from the Street Fighter series, Lucario performs a one-legged spinning kick. It has longer range, dealing up to 15% damage, higher than his original neutral aerial. The attack lingers after its strong initial hit.
Forward aerial 11%/12% (clean/foot), 8% (late) Lucario kicks forward with a slight upwards tilt. Hitbox extends everywhere except above Lucario. The sweetspot is at the tip of his foot, and is Lucario's fastest aerial at start-up.
Back aerial 14% (body), 15% (aura) Lucario throws one paw backwards, similar in appearance to Ganondorf's back aerial, accompanied by standard little burst of bluish white aura. It has good horizontal reach and the sweetspot at the tip of the attack possesses strong horizontal knockback.
Up aerial 11% (body), 12% (tip) Kicks similarly to its forward aerial, but higher, hitting in front of its head. The hitbox covers its entire body, but the sweetspot is the Aura burst near the foot. This aerial has good defensive capabilities due to the hitbox covering its body.
Down aerial 8% (2 hits) Lucario pauses in the air, thrusts its feet together downwards, and lets out a fairly large burst of aura energy. Fairly long duration, and has unique properties that make it an incredibly useful attack. When it starts the move, all of its momentum is immediately canceled. It can be used to perform a "pseudo-SHFFL", if used immediately after jumping, Lucario will cease to jump and immediately use the attack, making it one of the lowest possible attacking aerial moves. There is also no landing lag when doing this, since Lucario's momentum is stopped, preventing it from landing before the move is complete. Excellent knockback on 2nd hit, which allows Lucario to stage spike with it. Often considered one of its best attacks due to having almost no start-up lag and being a great combo finisher. This move also makes it that Lucario can make the smallest jumps in the game.
Grab Grabs the enemy with both of its hands.
Pummel 3% Sends an instant pulse of Aura into its opponent.
Forward throw 10% Uses Aura to blast opponent forward. Lucario's fastest throw.
Back throw 10% Turns and slams the opponent behind itself. Has relatively fast speed.
Up throw 1% (hit), 5% (throw) (6% total) Uses aura to hit the opponent upwards with its paw. Low knockback allows this to set up follow-up attacks and can chain throw heavyweights and fast fallers at very low percentages.
Down throw 7% Slams opponent straight into the ground in front of Lucario. Can set up combos at low percentages quite effectively. It starts becoming less useful for set ups at higher percentages. This move somewhat depends on the opponent's DI, but leaves them in a vulnerable position regardless of where they are sent flying.
Floor attack (front) 6% Spins around while getting up, kicking on one side, and punching on the other.
Floor attack (back) 6% Spins around while getting up, kicking on one side, and punching on the other.
Floor attack (trip) 5% Lucario kicks forwards, then backwards.
Edge attack (fast) 7% (body), 8% (tip) Lucario quickly gets back on the stage, attacking with a burst of Aura. Excellent range makes this a very good ledge attack.
Edge attack (slow) 10% Lucario slowly brings its feet over its head (a semi-flip) and kicks, releasing aura. Rather slow and not recommended unless as surprise attack.
Neutral special Aura Sphere 15% (fully charged) Has only five levels of charge, the final one being available for only two frames before full charge. The super version of this attack is an extremely large Aura Bomb that moves even slower than the normal fully charged version and does much greater knockback and damage (25%). It also has hitboxes around Lucario's hands on startup, making it a viable close range option. Its monstrous size and low speed make it a useful edgeguarding tool.
Side special Force Palm 10%/8%/6% (aura close/mid/far), 13% (throw), 6% (release) Acts as a meteor smash when grabbing an opponent in the air. The grounded super version gains knockback, and the aerial version will spike the opponent instead of meteor smashing them (as it sends them at a more diagonal angle).
Up special ExtremeSpeed 1% (hits 1-9), 5% (hit 10), (14% total) The super version cancels the move with a pelvic thrust that does 2% damage with slight knockback, which can be canceled into any action except another ExtremeSpeed.
Down special Double Team No longer a counter move. It is now a short dash which grants invincibility frames. While in the air, Lucario will dash diagonally downwards. It can be canceled into any normal attack at the cost of one aura charge.
Final Smash Aura Storm 15% (start up) 1-72% (beam) (87% total) Lucario flies to the top of the screen and fires a powerful beam of energy downwards. Enemies that are closer to the beam take more damage. When the beam runs out any opponent trapped in it receives significant knockback.

In competitive play

Notable players

Alternate costumes

Lucario has more variety with his palettes, which stand out more in team battles.

3.5 included a costume with a Gi that has the Fighting and Steel type emblems from the TCG on the back, an Expert Belt, and a Focus Band. This costume also has a black variation with a Choice Band and the Cobble Badge replacing the type emblems on the back.

Lucario's alternate costumes in PM
LucarioHeadSSBB.png LucarioHeadRedSSBB.png LucarioHeadBlackPM.png LucarioHeadWhiteSSBB.png LucarioHeadGreenSSBB.png LucarioHeadYellowPM.png
LucarioHeadGiPM.png LucarioHeadGiBlackPM.png

Trivia

  • Lucario's yellow palette swap resembles its Shiny coloration. A minor cosmetic error, however, gives Lucario blue eyes instead of red, like his appearance from the Pokemon main series, in Project M.
  • Lucario's black palette swap is used in Super Smash Bros. 4. It's the first palette swap to be for a mod first and then in a main series game next. However, this is coincidental.
  • Lucario appears to have taken inspiration from Ryu, the main protagonist of Capcom's Street Fighter series.
    • His alternate costume loosely resembles the character's attire, despite it being meant to reference the Black Belt class from the Pokémon series.
    • Additionally, Lucario also has animations in his moveset for Project M that match the 3 staple moves of the "shoto" characters from Street Fighter; his Neutral Special Aura Sphere resembles the Hadouken, his Up-Smash is an uppercut reminiscent of the Shoryuken, and his Neutral Aerial is a spinning kick which looks like the Tatsumaki Senpukyaku.
      • Lucario's other attacks reference moves in the Pokémon games as well. Aura Sphere works similar to the move Focus Blast and Up Smash also resembles the move Sky Uppercut.
    • Coincidentally, Ryu makes an appearance in Super Smash Bros. 4, using all of the aforementioned Street Fighter moves.

External links