Editing Lucario (SSBU)

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In terms of its grounded moveset, while its [[neutral attack]] has little to no use due to having low damage output relative to its speed, dealing only 9% at base power despite coming out at frame 5 (for reference, faster jabs such as {{SSBU|Mario}}'s come out frame 2 and deal 8% while slower jabs such as {{SSBU|Bayonetta}}'s come out frame 9 and deal 21%) its other grounded moves have some utility; [[forward tilt]] has its use as a [[spacing]] tool due its ability to be angled and kills middleweights at 145% on the edge of {{SSBU|Final Destination}} at base power, [[up tilt]] is a combo starter that can combo into itself at low percents and into [[neutral aerial]], [[forward aerial]], and [[up aerial]] at mid percents, [[down tilt]] can combo into [[dash attack]] and forward aerial at mid percents while also having its use as a spacing tool, and dash attack, while not being very useful for killing, is a decent burst option due to it coming out fast as well as because of its fast initial dash.
In terms of its grounded moveset, while its [[neutral attack]] has little to no use due to having low damage output relative to its speed, dealing only 9% at base power despite coming out at frame 5 (for reference, faster jabs such as {{SSBU|Mario}}'s come out frame 2 and deal 8% while slower jabs such as {{SSBU|Bayonetta}}'s come out frame 9 and deal 21%) its other grounded moves have some utility; [[forward tilt]] has its use as a [[spacing]] tool due its ability to be angled and kills middleweights at 145% on the edge of {{SSBU|Final Destination}} at base power, [[up tilt]] is a combo starter that can combo into itself at low percents and into [[neutral aerial]], [[forward aerial]], and [[up aerial]] at mid percents, [[down tilt]] can combo into [[dash attack]] and forward aerial at mid percents while also having its use as a spacing tool, and dash attack, while not being very useful for killing, is a decent burst option due to it coming out fast as well as because of its fast initial dash.


Its [[smash attack]]s also have their uses as disjointed kill options. [[Up smash]] has its use as an anti-air that kills middleweights at 105% at base power and it can also hit grounded opponents up close with its initial scooping hitbox, making it a situational out of shield option against laggy moves. [[Down smash]] covers Lucario from both sides and kills middleweights at 115% from center stage at base power. [[Forward smash]] has the greatest amount of kill power and horizontal range out of its smash attacks, being able to kill middleweights at 90% from center stage at base power while also having the potential to be safe on shield if spaced well. Its [[grab]] game also has utility. [[Up throw]] and [[down throw]] can be used as combo starters, with the former being able to combo into forward aerial at low percents and neutral aerial at mid percents (as well as up aerial on bigger characters), while the latter can combo into forward aerial at low percents (with down throw > forward air > forward air > up air being its most damaging combo at low percents). [[Forward throw]] and [[back throw]] don't have much use outside of being positional throws, though the latter can have a situational use as a late kill throw.
Its [[smash attack]]s also have their uses as disjointed kill options. [[Up smash]] has its use as an anti-air that kills middleweights at 105% at base power and it can also hit grounded opponents up close with its initial scooping hitbox, making it a situational out of shield option against laggy moves. [[Down smash]] covers Lucario from both sides and kills middleweights at 115% from center stage at base power. [[Dorward smash]] has the greatest amount of kill power and horizontal range out of its smash attacks, being able to kill middleweights at 90% from center stage at base power while also having the potential to be safe on shield if spaced well. Its [[grab]] game also has utility. [[Up throw]] and [[down throw]] can be used as combo starters, with the former being able to combo into forward aerial at low percents and neutral aerial at mid percents (as well as up aerial on bigger characters), while the latter can combo into forward aerial at low percents (with down throw > forward air > forward air > up air being its most damaging combo at low percents). [[Forward throw]] and [[back throw]] don't have much use outside of being positional throws, though the latter can have a situational use as a late kill throw.


Lucario's aerial moveset also has good utility. Neutral aerial hits twice, covers Lucario from both sides and has a good amount of active frames, making it a useful [[edgeguarding]] tool that compliments its ability to maintain aerial presence. It can also combo into up tilt, down tilt, and dash attack at low and mid percents when [[SHFF]]'d. Forward aerial is fast and can combo into itself when SHFF'd, up aerial and back aerial are vertical and horizontal kill options, with the former killing middleweights at 110% at base power near the top blast zone and having situational combo potential into itself and neutral aerial when SHFF'd, and the latter kills at 115% from base power at center stage while also being slightly disjointed. Down aerial is also unique in its uses; it is its fastest aerial at frame 4, allowing it to be an out of shield option, it stalls its movements which allows it to mix up its [[disadvantage]] and edgeguarding, and it has its use as a kill option, killing middleweights at 135% from the edge of Final Destination at base power.
Lucario's aerial moveset also has good utility. Neutral aerial hits twice, covers Lucario from both sides and has a good amount of active frames, making it a useful [[edgeguarding]] tool that compliments its ability to maintain aerial presence. It can also combo into up tilt, down tilt, and dash attack at low and mid percents when [[SHFF]]'d. Forward aerial is fast and can combo into itself when SHFF'd, up aerial and back aerial are vertical and horizontal kill options, with the former killing middleweights at 110% at base power near the top blast zone and having situational combo potential into itself and neutral aerial when SHFF'd, and the latter kills at 115% from base power at center stage while also being slightly disjointed. Down aerial is also unique in its uses; it is its fastest aerial at frame 4, allowing it to be an out of shield option, it stalls its movements which allows it to mix up its [[disadvantage]] and edgeguarding, and it has its use as a kill option, killing middleweights at 135% from the edge of Final Destination at base power.

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