Editing Lucario (SSBU)

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In the end, Lucario's gameplan is much worse as a result of the nerfs to its attributes, its higher frailty, and the revamped gameplay mechanics; and its few reliable options for racking up damage are less effective, especially after an early game update. Despite Lucario's subsequent buffs from game updates, they do not properly compensate for the numerous nerfs it has received, and this is further pronounced by the numerous buffs other returning veterans have received, as well as the introduction of various powerful DLC characters that perform better than Lucario does, with a few of them proving difficult for it to overcome. As a result, Lucario fares much worse in ''Ultimate'' than in ''SSB4'', and is one of the most nerfed characters in the transition.
In the end, Lucario's gameplan is much worse as a result of the nerfs to its attributes, its higher frailty, and the revamped gameplay mechanics; and its few reliable options for racking up damage are less effective, especially after an early game update. Despite Lucario's subsequent buffs from game updates, they do not properly compensate for the numerous nerfs it has received, and this is further pronounced by the numerous buffs other returning veterans have received, as well as the introduction of various powerful DLC characters that perform better than Lucario does, with a few of them proving difficult for it to overcome. As a result, Lucario fares much worse in ''Ultimate'' than in ''SSB4'', and is one of the most nerfed characters in the transition.


{{SSB4 to SSBU changelist|char=Lucario}}
===Aesthetics===
*{{change|Similar to all [[veteran]]s returning from ''Smash 4'', Lucario's model has a more subdued color scheme, and its fur has a more detailed texture. }}
*{{change|[[Aura]] is now cyan in color instead of indigo at earlier percentages, and its visual effects are smoother. At higher Aura levels, the flames produced are more intense, becoming indigo in color, which leave behind a trail as Lucario moves. Purple electricity starts emanating from its paws, and the spikes on each paw begin to glow white. The appendages on the back of its head also rise up as Aura grows in power.}}
*{{change|Many of Lucario's attacking animations have been updated from ''SSB4''. Notably, Lucario stands on one foot more in its attacks, particularly with its smash attacks and Double Team.}}
 
===Attributes===
*{{buff|Like all characters, Lucario's [[jumpsquat]] animation now takes 3 frames to complete (down from 5).}}
*{{buff|Lucario [[walk]]s slightly faster (1.05 → 1.103).}}
*{{buff|Lucario [[run]]s faster (1.55 → 1.705).}}
**{{buff|Lucario's initial [[dash]] is significantly faster (1.8 → 2.255).}}
*{{buff|Lucario's [[air speed]] is much higher (1.09 → 1.281), now being on par with {{SSBU|Wolf}}'s.}}
*{{buff|Lucario's [[air acceleration]] is higher 0 → 0.01 (base), 0.07 → 0.08 (additional), 0.07 → 0.09 (max).}}
*{{buff|Lucario's traction is higher (0.0736 → 0.116). However, due to traction being significantly increased across the cast, it no longer has the highest traction in the game going from first out of 58 to eighteenth out of 76 characters.}}
*{{nerf|Lucario is lighter (99 → 92), making it more difficult to survive at higher percents to take advantage of Aura.}}
*{{change|[[Aura]] increases in strength faster at lower percentages, reaching base damage at 65% (70% in SSB4), but slower at higher percentages, reaching a maximum of 1.6x power at 190% (down from 1.7x). Aura's strength at 0% is unchanged (0.66x).}}
*{{nerf|The weakening of [[Rage]] reduces Lucario's KO potential at high percents. When combined with the changes to Aura and Lucario's reduced weight, he has become considerably less threatening when damaged.}}
*{{buff|[[Aura]]'s effects have been modified regarding placement. In 1v1 matches, the overall multiplier for Aura has increased slightly (0.8x → 0.83x (minimum), 1.33x → 1.4x (maximum)).}}
**{{nerf|However, this new multiplier applies beyond 1v1, also reducing the maximum multiplier of a four player match down from x2 to x1.4. This removes much of the [[Anubis Combo]]'s extreme comeback factor, which makes Lucario more reliant on taking damage to reap the benefits of Aura.}}
 
===Ground attacks===
*[[Neutral attack]]:
**{{buff|Neutral attack's hits connect much more consistently.}}
**{{buff|All three hits of neutral attack have less ending lag (FAF 34, 38, 41 → 27, 27, 36).}}
**{{buff|The first two hits of neutral attack can jab lock opponents.}}
**{{nerf|Neutral attack's first hit comes out later than before (frame 6 → 7).}}
**{{nerf|The first hit has fewer active frames (frames 6-8 → 7-8).}}
**{{nerf|The final hit has fewer active frames (frames 9-11 → 9-10).}}
*[[Dash attack]]:
**{{buff|Dash attack now has a sweetspot located on Lucario's foot during the early frames of the attack. This new sweetspot deals more damage (10%) and knockback than the rest of the attack, letting it KO earlier.}}
**{{buff|The sourspot of the clean hit does more damage (8% → 8.5%).}}
**{{buff|Dash attack's sweetspot has more range (hitboxes: 3.0u → 3.6u (clean), 2.8u → 2.9u (late)).}}
**{{change|Lucario now lands on its feet after using dash attack; previously, it fell on its side after the kick.}}
*[[Forward tilt]]:
***{{change|Forward tilt has a new animation, with Lucario leaning back before the palm thrust. In addition, the updated visual on the Aura effect matches the hitboxes much better.}}
*[[Up tilt]]:
**{{change|Up tilt has a new animation; Lucario jumps slightly higher when kicking, and kicks in an overall more animated fashion. It then quickly hops back into place at the end of the attack.}}
*[[Down tilt]]:
**{{buff|Down tilt has less ending lag (FAF 25 → 23). This improves its safety and combo potential.}}
**{{buff|Down tilt's new animation has Lucario crouch low to the ground while kicking. This allows it to lower its profile and dodge more attacks while using down tilt.}}
*[[Forward smash]]:
**{{buff|Forward smash's clean hit has a larger hitbox (5.5u → 5.7u), and greater horizontal extension (Z offset: 4.7-10.2 → 5-11.7), improving its range.}}
**{{buff|Forward smash becomes active earlier (frame 22 → 19).}}
**{{change|Forward smash has more vibrant Aura effects.}}
**{{change|Forward smash's animation is more animated and snappy compared to ''SSB4''. It also now ends the attack standing on one foot.}}
**{{buff|The new animation of forward smash has Lucario lean back at the start of the attack, allowing it to evade attacks before retaliating with its own.}}
*[[Up smash]]:
**{{change|Up smash has an altered animation, with Lucario raising its leg much higher while releasing the blast of Aura. The charging stance is different, and the blast of Aura is much wider than before to match the hitbox more accurately.}}
**{{buff|Up smash's first hit has more horizontal range (Z offset: -4–4 → -5–5).}}
**{{change|Up smash's second hitbox is larger (8u → 8.8u), and lower down (Y offset: 25 → 23.5), improving its horizontal range and allowing it to connect better against opponents pulled up from the ground, but reducing its vertical range.}}
*[[Down smash]]:
**{{change|Down smash has a new animation; instead of raising its arms into the air and bringing them down, Lucario now briefly stands on one foot before stomping it to the ground while simultaneously releasing Aura from its palms.}}
**{{change|The charging animation of down smash now has Lucario fold its arms while crouching in front of its chest instead of waving its arms in a circular motion.}}
***{{buff|Due to the change in stance, Lucario is less vulnerable to attack while charging down smash.}}
 
===Aerial Attacks===
*[[Neutral aerial]]:
**{{buff|Neutral aerial now hits twice, regardless of whether the opponent is in front of or behind Lucario. This allows the move to deal more damage in general and hit behind him much sooner, increasing its potency.}}
**{{buff|Neutral aerial is able to drag opponents with the attack, allowing for more followups.}}
**{{buff|Neutral aerial has reduced landing lag (9 frames → 5).}}
**{{nerf|Neutral aerial's first active frame is later than before (frame 8 → 10).}}
**{{buff|Neutral aerial's first hit lasts for a longer period of time (frames 8-11 → 10-14).}}
**{{buff|The second hit comes out earlier (frame 22 → 18).}}
**{{nerf|The second hit lasts a shorter period of time (frames 22-29 → 18-21).}}
**{{buff|It [[auto-cancel]]s earlier (frame 39 → 36).}}
**{{nerf|Its initial auto-cancel window was shortened (frames 1-7 → 1-4).}}
**{{change|Neutral air has a new animation; Lucario spins more quickly than it did in ''SSB4''.}}
*[[Forward aerial]]:
**{{buff|Forward aerial has reduced landing lag (18 frames → 9).}}
**{{buff|Lucario can grab ledge faster after using forward air (64 frames → 52).}}
*[[Back aerial]]:
**{{buff|Back aerial becomes active sooner (frame 16 → 13).}}
**{{nerf|Back aerial deals less damage (15% → 14%) and thus less knockback.}}
**{{nerf|Back aerial has more ending lag (FAF 49 → 50).}}
**{{buff|Its initial auto-cancel window has been lengthened (frames 1-3 → 1-4).}}
**{{change|The burst of aura from Back aerial's animation better matches its hitbox.}}
*[[Up aerial]]:
**{{buff|Up aerial has decreased landing lag (22 frames → 13).}}
**{{nerf|Up aerial has fewer active frames (10-15 → 10-13).}}
**{{change|Up aerial has an altered animation, with Lucario backflipping following the initial kick.}}
*[[Down aerial]]:
**{{nerf|Down aerial stalls Lucario's movement less on successive uses.}}
**{{nerf|Down aerial has more landing lag (9 frames → 12).}}
 
===Throws/other attacks===
*{{buff|Pivot grab has more horizontal range (Z offset: 4-15.2 → 4-16.5).}}
*{{buff|Forward throw is now a two-hit move. This change also grants the move a collateral hitbox to hit opponents near Lucario. This is makes it better at seperating certain two-in-one characters such as the {{SSBU|Ice Climbers}} and {{SSBU|Rosalina & Luma}}.}}
 
===Special Moves===
*[[Aura Sphere]]:
**{{change|Aura Sphere is visually closer to how it appears in recent ''Pokémon'' games. It has an "energy absorption" effect while charging and no longer emits a trail of smoke when launched.}}
**{{buff|Aura Sphere can now be jump-canceled, even in the air. Additionally, it can now be canceled into any grounded option while charging with an advanced technique called Charge Storage Cancelling.}}
***{{buff|With Lucario's increased air speed, this makes it possible to edge-guard opponents by charging Aura Sphere and then cancelling it into an aerial, as well as improving its movement when combined with B-Reverses, Wavebounces, etc.}}
**{{change|Moving the control stick down has Lucario spot dodge, much like how moving it left or right has it roll.}}
**{{nerf|Lucario cannot shield immediately out of Aura Sphere, making it less safe to charge.}}
**{{nerf|Lucario cannot use its standard grab out of a charging Aura Sphere without shielding, as pressing the Z button fires the Aura Sphere.}}
**{{change|The aerial charge animation for Aura Sphere was altered; it now more closely resembles the grounded charging animation.}}
**{{buff| Fully charged Aura Sphere has a larger hitbox (2.0u → 2.6u).}}
*[[Force Palm]]:
**{{buff|Force Palm has increased grab range.}}
**{{nerf|Force Palm's projectile deals less damage with the far hit (7.56% → ~5.4%).}}
**{{change|Force Palm's hitbox now matches its Aura graphics more closely.}}
**{{change|Force Palm's grab triggers Special Zoom if Lucario has at least half of its maximum Aura. }}
**{{change|The animation for Force Palm has been completely changed; instead of pulling its left paw back before thrusting it forward with a stomp to release a blast of Aura, Lucario now moves its paws in a circle around its body while crouching low to the ground before gathering its paws together and releasing a blast of Aura from its left paw.}}
*[[Extreme Speed]]:
**{{buff|Extreme Speed has less endlag and landing lag.}}
**{{buff|Extreme Speed now has a hitbox upon directly crashing into the ground or a wall, making it safer to use for recovery.}}
**{{buff|Crashing into a wall now sends Lucario upward as opposed to stopping it in place. This greatly increases the safety of the recovery.}}
**{{nerf|Extreme Speed's controls have been modified; the initial flight direction is locked in a short period of time before flight begins, which can lead to unintentional self-destructs.}}
**{{nerf|Extreme Speed travels less distance overall.}}
**{{nerf|Extreme Speed now halts at the end of the move, making it worse for recovering at low percents.}}
**{{change|The animation for Extreme Speed has been updated; Lucario now gathers Aura in its paws at the start of the move. If it is grounded, dust ripples appear around Lucario as it gathers Aura. Additionally, the streams of Aura during flight are much bigger and more colorful than before. At the end of the flight, a gust of wind envelops the front of Lucario to indicate the attack portion of the move.}}
*[[Double Team]]:
**{{change|When performing the attack, Lucario now moves into the direction the control stick is being held rather than from it, making the move more intuitive.}}
**{{buff|Double Team deals more damage (11% → 12.5%).}}
**{{buff|Double Team's counterattack activates faster (frame 28 → 16), making the attack much more consistent.}}
**{{change|Lucario leaves blue-colored afterimages of itself in the location where it stood just before the attack.}}
**{{buff|Double Team has less endlag on an unsuccessful counter (80 frames → 71), decreasing the window of time where Lucario can be punished.}}
**{{buff|Double Team can now track opponents that activate the counterattack; Lucario will teleport to the attacker's location (within a certain range) and start its counterattack.}}
**{{buff|Double Team now slows down time for the opponent that attacked Lucario. This allows Double Team to punish many more attacks, greatly increasing its reliability.}}
**{{nerf|Double Team has fewer active frames (frames 5-39 → 5-24), no longer having the longest frame window in the game.}}
**{{nerf|Double Team has significantly fewer intangibility frames (5-39 → 4-13), no longer covering the entire counter window.}}
**{{change|Double Team's momentum in the air carries over into Lucario's own movement, which both benefits and hinders its recovery potential, as it can help with recovering when facing towards the stage, but prevent recovery (or even lead to a self-destruct) when facing away from the stage.}}
**{{change|The animation for Double Team has completely changed; instead of moving its arms in a circular motion while crouching, Lucario now stands upright with its left leg raised while holding a pose. It then pulls its right paw back while holding its martial arts-like stance. A vortex of wind surrounds Lucario throughout the entire animation.}}
*[[Aura Storm]]:
**{{change|Lucario's [[Final Smash]] has been reverted to Aura Storm. It now Mega Evolves into [[Mega Lucario]] before performing the attack.}}
**{{buff|Compared to Aura Storm in ''Brawl'', the beam fired is much wider, improving the move's horizontal reach.}}


==Update history==
==Update history==

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