Lucas (リュカ, Lucas) is a playable character in Super Smash Bros. Ultimate. He was revealed along with all other previous veterans on June 12th, 2018 and is classified as fighter #37.
How to unlock
Complete one of the following:
With the exception of the third method, Lucas must then be defeated on New Pork City.
Being a pseudo-clone of Ness, Lucas shares many attributes with him in terms of special moves and playstyle. However, the two are very different from each other in a few key ways. Lucas is a middleweight that has slow walking speed, average dashing speed, average gravity, fast air speed, and below average falling speed. He makes up for his lack of ground mobility with the speed of his attacks, with many possessing low lag, allowing him to rack up damage quickly.
One of Lucas's greatest strengths is his grab game: his Rope Snake tether grab has very low endlag and moderate range. His up and back throws are among the strongest of their kind, making them decent KOing options. His forward throw is also very powerful, though not to the same degree as his up and back throws. His down throw has low knockback allowing some degree of combo potential, although it has increased knockback and endlag compared to SSB4, thus lowering its combo potential.
Lucas' possesses some good ground moves, as they are generally fast, and have good disjointed range. His jab and down tilt while not possessing the same amount of reach as his other ground moves, come out extremely quickly (coming out on frame 2 and frame 3 respectively). Jab is a useful "get off me" tool, while down tilt's low knockback and angle is useful for setting up combos at mid to high percentages into moves such as a grab or a forward smash. His up tilt can be used to pop opponents into the air which can be followed with a neutral aerial or up aerial. The sweetspot of his forward tilt has good range and knockback, making it a good spacing tool and can KO opponents at the edge of the stage. His dash attack comes out fairly slow, but it has good range, and the sweetspot can KO opponents at the edge similar to his forward tilt.
Lucas's smash attacks are among the strongest in the game thanks to their generally high damage output, high knockback, and disjointed range. While his forward smash is the weakest in terms of range and knockback (though still decent), it makes up for it by being his fastest smash attack with the ability to reflect projectiles. Down smash has Lucas strike the ground three times in front of him; each hit getting progressively larger, but also getting progressively weaker (with the first hit of the move possessing very high knockback). This makes the move very useful for edge-guarding and 2-frame punishes. Finally, his up smash, despite leaving him vulnerable due to considerable startup and endlag, is among the strongest in the game, having a large disjointed hitbox, is invincible at the start of the move, and having extremely high knockback that can KO reliably at low percentages.
Lucas's aerial game is also good, as his aerials are fast, powerful, and most are disjointed. His neutral aerial has a large hitbox and is difficult to SDI out of, his back aerial is a meteor smash when sweetspotted, his forward aerial has strong knockback for a reliable KOing option, and his up aerial is a decent juggling tool that can KO at high percentages. His down aerial consists of four hits with the final hit having a modest meteor effect and has a few uses: dragging opponents down to the bottom blastzone, short hop chaining the move on grounded opponents at certain percentages to rack up damage, and the grounded meteor smash can be comboed into a kill-confirm (such as Forward Smash, Forward Aerial, or Up Aerial). Finally his grab aerial sends out Rope Snake who deals damage and can be used as a tether recovery, it's ability to be double jumped canceled makes it a useful combo tool and to move opponents across the stage.
Three of Lucas's special moves, PK Fire, PK Thunder and PSI Magnet, are shared with Ness but function differently, while PK Freeze is unique to him. PK Freeze freezes opponents and now launches opponents horizontally with high knockback, making it one of his most infamous edge-guarding techniques. PK Fire doesn't repeatedly damage opponents like Ness's but instead deals a single blow; it is a decent spacing tool that deals moderate knockback and can be used to snipe offstage opponents for a KO. PK Thunder does not disappear upon hitting an opponent, instead hitting multiple times; as an edge-guarding tool it can be used to gimp recoveries or drag opponents to the side blastzones. PK Thunder 2 sends him a much greater distance than Ness's, making it a much safer and reliable recovery and allows him to safely go far off to the sides or far below the stage to edge-guard his opponents, though it lacks the early KO potential of its counterpart. Thanks to these special moves, Lucas has a very potent edge-guarding game.
Finally, PSI Magnet absorbs energy based projectiles, the amount of damage it heals depends on the projectile's power, making the move useful for improving Lucas' survivability and to discourage projectile camping from character with energy projectiles. If projectiles are absorbed while grounded, the end lag after the absorption can be cancelled with a jump, dodge, or spot dodge, improving the moves safety on the ground. The initial startup of the move contains a windbox that will pull opponents closer to Lucas, in the air, the strength of the windbox scales based on the opponents percentage, which can be useful for setting up an edge-guard situation. The move also has a hitbox upon releasing the special button. Said hitbox is safe on shields (being +0 on block), and can lead into some combos at low percentages and KO opponents at high percentages.
However, Lucas is not without his drawbacks. Like Ness, one of his most notable weaknesses is his main recovery move PK Thunder, which despite sending him an impressive distance, leaves him vulnerable to edge-guarding moves such as meteor smashes during the start of the move. Additionally characters can easily reflect or absorb the move, such as Villager or Rosalina & Luma, easily gimping his recovery. Although he still has other alternative recovery options such as air dodges and his tether recovery, they do not cover as much distance. Other issues include his lack of ground mobility which can give him problems against fast characters, as well as his predictable approach due to his reliance on zoning tools. Additionally because footstools can now be teched, Lucas has lost some of his combo potential from SSB4.
Changes from Super Smash Bros. 4
Lucas has received a mix of buffs and nerfs in the transition from SSB4 to Ultimate, but it's difficult to determine whether he has been buffed or nerfed overall. Most of Lucas' biggest strengths from the previous game have been significantly toned down, and his mix-up options are not as effective as before, but his moveset as a whole is much more consistent, granting him many more options he lacked in the previous game.
Lucas has received comparetively few nerfs, though most of them have been heavy, with the most notable of these nerfs being his severely worsened combo game; previously renowned for being incredibly dangerous and for Lucas' ability to heavily mix it up, his down throw no longer combos into any of his aerials beyond very low percentages, and the universally techable footstools and changes to locking have significantly hindered his previously guaranteed setups into said combos. Overall, Lucas no longer has access to potentially unavoidable and heavily damaging strings, semi-guaranteed KO set-ups from his down throw (into back aerial at the edge, or to up aerial at high percentages), or to footstool-based combos unless the opponent isn't able to tech in time. Aside from the nerfs to his combo game, PK Thunder 2 now has halted momentum at the end of its animation, which shortens his recovery. Lucas also has a slightly harder time landing due to PSI Magnet no longer halting his momentum in the air.
In spite of these nerfs, Lucas has nevertheless predominantly received many more significant buffs. His frame data and damage output have all been strengthened as a whole, which has made his attacks generally safer than in SSB4 (especially if sweetspotted, due to their electric effect), and slightly compensates for his watered down combo game. Lucas' approach and aerial game are much more effective, as his forward, back and up aerials all are now capable of autocanceling from a short hop, the former is a much more viable move for KOing, and the latter's hitbox now matches its animation more correctly. His grab aerial can now be double-jump canceled as well, which now gives him an additional option for approaching. His grounded game has seen several noteworthy improvements, as forward tilt has more range and power, his up and down tilts have more combo ability, up smash has exponentially increased power and now renders him invincible for longer, and down smash can now once again hit opponents multiple times. Finally, Lucas' special moves have all been improved as well; in particular, PK Freeze has been drastically improved, as it no longer makes Lucas helpless, can travel trough soft and semi-soft platforms, now follows the ground on contact with hard platforms, sends at a lower angle that gives it edgeguarding potential, and leaves opponents frozen for a much longer period of time at higher percentages. PK Fire also sends at a lower angle, making it a more viable projectile; PK Thunder travels faster; and PSI Magnet is faster.
Aside from the changes to footstooling and locking, some of the universal changes made to Ultimate's engine have significantly benefitted Lucas overall. Like with most other veterans, his previously lacking mobility is somewhat better thanks to his faster dashing and air speeds; combined with his improved aerials and PK Fire, this gives him a significantly more useful neutral game. The increased shieldstun further improves the safety of Lucas' attacks on shield, especially if they're sweetspotted. Thanks to the changes to air dodges and the return of directional air dodges, Lucas's has another option to mix up his recovery; furthermore, because characters can only air dodge once before landing or getting hit, when combined with a retooled PK Freeze, Lucas's edgeguarding game is much more lethal than before. On the other hand, the ability to air dodge once before landing or getting hit has further worsened his ability to land.
In the end, while Lucas's strongest trait in his combo game was considerably toned down, many of his most glaring weaknesses were notably improved, some of his less-potent moves became stronger, and the changes to the game's pace have provided more leeway for him, granting him far more options than he had in SSB4. This makes him more of an all-rounder, making him more similar to his fellow EarthBound representative Ness, though with more options and a better recovery at the cost of simplicity and combo capabilities. While Lucas' changes makes it uncertain as to whether he was buffed or nerfed, most players agree that Lucas has generally improved at the pace the rest of the cast has. So far, despite Lucas' playerbase remaining small in competitive play, he has achieved above average to strong results at the local and regional levels, thanks to players such as ChocoTaco, Mekos and WhYYZ, though they have been more sparse in national tournaments. As of now, Lucas' viability in competitive remains up for debate, although he is generally agreed to remain a viable character, likely moreso than in SSB4.
Throws and other attacks
Lucas has been buffed by game updates. Update 2.0.0 buffed his neutral aerial by allowing him to grab edges earlier and reducing its landing lag. Update 4.0.0 buffed him in more ways by giving his dash attack more range and a larger hitbox, giving his up smash more invincibility frames during start-up, and reducing his up aerial's ending lag.
For a gallery of Lucas' hitboxes, see here.
Note: All numbers are listed as base damage, without the 1v1 multiplier.
In competitive play
Lucas is a character with a polarized projectile heavy archetype with above-average mobility. He is another one of those characters overshadowed by better projectile based characters, such as Snake, Pac-Man, Mega Man, and even Ness himself. His results and representation were pretty scarce in early Ultimate. However, he has achieved some level of representation through the players of Mekos and ChocoTaco. As a result, top professional players, such as Mew2King, ESAM, Dabuz, and Armada value him as an upper mid tier, while some, such as ZeRo and MkLeo, view him as a high tier, with good combo ability and edgeguarding through PK Freeze and PK Fire. Overall, his current place and viability in the meta is debatable.
Classic Mode: Magic, Sacred Powers, and PSI!
All of Lucas' opponents have supernatural abilities.
Note: All stages Lucas travels to are Super Smash Bros. for Wii U and 3DS stages.
Role in World of Light
Although Lucas does not appear in the World of Light opening cutscene, he was vaporized and later imprisoned alongside the rest of the fighters (sans Kirby) when Galeem unleashed his beams of light.
Lucas can be found on a village covered in fog as a callback to his home of Tazmily Village.
Lucas's Fighter Spirit can be obtained by completing Classic Mode. It is also available periodically for purchase in the shop for 500 coins. Unlocking Lucas in World of Light allows the player to preview the first spirit below in the Spirit List under the name "???". As a Fighter Spirit, it cannot be used in Spirit Battles and is purely aesthetic. Each Fighter Spirit has an alternate version that replaces them with their artwork in Ultimate.
In Spirit battles
As the main opponent
As a minion
Character Showcase Video