Super Smash Bros. Ultimate

Lucario (SSBU)/Floor getups (trip)

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Overview[edit]

Trip effect (hard)[edit]

After receiving an attack that induces the Slip effect, Lucario will suddenly fall on its butt closing its eyes while its arms are out. After the hitlag and intangibility finish, Lucario's eyes open, having an annoyed expression before making a little hop and then falling back down again. As Lucario trips, a "cartoonish" sound effect plays. Lucario's eyes shut once more, and will eventually sit while prone as its head faces toward the floor.

After receiving an attack that causes the slip(move, item, assist trophy, or hazard), Lucario receives a certain amount of hitlag while intangible, and is intangible for 5 whole frames. Once Lucario sits and is prone, the player has between three choices:

  • neutral getup
  • getup roll
    • forward getup roll
    • backward getup roll

When a big trip a.k.a. hard trip occurs, Lucario suffers from a longer slip animation, having more total frames, and can choose a floor getup option right after 39 frames. However, when an option isn't selected, Lucario will be prone for 99 frames(including the trip effect) before automatically doing a neutral getup on the 100th frame.

Now unlike Lucario's front getups and back getups, Lucario is vulnerable to grabs while slipping and prone. The trip effect being big or small have identical floor getup options:

  • neutral getup is intangible during frames 1-16, and is 21 total frames.
  • forward and backward getup roll are both intangible during frames 1-9, and are both 28 total frames.

Compared to Lucario's face-up getup back roll, Lucario's hard trip back roll looks identical in distance. However, this is because a hard trip(e.g. caused by a thrown banana) pushes Lucario back by a few training mode units before rolling. In comparison to itself as well as the other floor getup rolls, the sitting forward roll is worse.

Trip effect (soft)[edit]

The key differences between the big and small trip effect is Lucario's animation, and how much shorter it is. From a small trip effect:

  • Lucario doesn't receive hitlag frames.
  • soft trips occur when walking or running into a Banana Peel that's already set on the ground. An opponent must acquire ownership and make it an opposing item by throwing it to the floor.
  • after coming into contact, Lucario immediately opens its eyes with shock upon falling to the floor. After intangibility finishes, Lucario is nearing the ground and closes its eyes from landing. The backside bends, and Lucario quickly sits while prone as its head faces toward the floor. The "cartoonish" sound effect plays right as Lucario lands on its butt.

As the slip occurs, Lucario is intangible for 5 whole frames. Once Lucario sits and is prone, the player has between the same three choices:

  • neutral getup
  • getup roll
    • forward getup roll
    • backward getup roll

Except now, a small trip a.k.a. soft trip causes Lucario less suffering, having a shorter slip animation and also less total frames. Lucario can choose a floor getup option right after 29 frames. However, when an option isn't selected, Lucario will be prone for 89 frames(including the trip effect) before automatically doing a neutral getup on the 90th frame. Identical to a hard trip, soft trips also make Lucario vulnerable to grabs as well as the same floor getup choices with matching frame data.

Compared to Lucario's other getup options(face-up and face-down rolls), Lucario's trip getup rolls travel less distance. Soft and hard trips are identical to each other, however. This is easier to see in training mode with the square units because a soft trip doesn't push Lucario anywhere. Lucario will trip in stationary position. And so, the trip's front getup roll does travel forward very slightly farther than back getup roll traveling backward. The difference is about ~0.5 of a training mode unit square.

Lucario's applications[edit]

As far as tripping chance itself goes, Lucario only has a few moves coded with trip chance, which are:

  • down tilt
  • Force Palm (blast)*

However, having an additional trip chance coded into a move doesn't mean it's possible. Down tilt may have a trip chance, but its launch angle literally makes tripping impossible. Other reasons that moves trip come from the attack having more than 55 units of knockback, and, having an angle that doesn't lift the foe off the ground. These two facts can give a slim chance for a move to induce tripping. On the other hand, its all extremely difficult to consider on Lucario due to aura increasing or decreasing its knockback based on stock aura too. This generally means that Lucario has more chance to cause tripping when at lower stages of aura. Not only that, but in Ultimate, the rate that moves have this slim chance is 7% of the time. So, moves that don't lift the foe off the ground(attacks with the 361° angle) means there are other moves Lucario has that could induce tripping, which include:

  • neutral air
  • back air
  • Aura Sphere*
  • Force Palm (blast)**

Timing[edit]

Hard Trip[edit]

Intangible 1-5
Interruptible 40
Animation length 40
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Soft Trip[edit]

Intangible 1-5
Interruptible 30
Animation length 30
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Neutral getup[edit]

Intangible 1-16
Animation length 21
FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png


Forward roll[edit]

Intangible 1-9
Interruptible 29
Animation length 44
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Back roll[edit]

Intangible 1-9
Interruptible 29
Animation length 44
FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png


Legend (1 square = 1 frame)
FrameIcon(Vulnerable).png
Vulnerable
Intangibility
Intangible
Interruptibility
Interruptible

Trivia[edit]

  • In most cases with floor getup attacks, Lucario's intangible windows always last long enough until after the hitboxes finish. However, the trip getup attack has so little, that it finishes before the first hit even connects. This is a huge reason why the neutral getup and getup rolls are seen more often from slipping.
  • With spirit abilities in mind, the Easier Dodging ability claims that it "increases period of invincibility when dodging--", which may sound like it only affects normal dodge rolls and air dodges, and nothing else. However, the Easier Dodging ability from the World of Light skill tree, and from primary and support spirits do in fact increase the amount of intangibility frames for trip floor getup rolls. The effect is 1.2x with one equipped, and the ability caps at 1.8x.
    • For Lucario outside of World of Light, having a Amazon Pandora primary spirit with two Kapp'n support spirits equipped net approximately 1.6x more intangible frames. This increases Lucario's trip getup roll intangibility windows, going from 1-9 → 1-15.
    • In World of Light, found in the skill tree, there is also a Super Easier Dodging skill which further increases the amount of intangibility frames for floor getup rolls as well.