Lucas (SSB4): Difference between revisions

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===Special moves===
===Special moves===
*[[PK Freeze]]:
*[[PK Freeze]]:
**{{buff|Fully charged [[PK Freeze]] deals 3% more damage (19% → 22%) and travels farther.}}
**{{buff|PK Freeze has less startup (frame 7 → 5) and ending lag (FAF 40 → 32) when released.}}
**{{buff|The 19% damage increase to shields and the increase to shieldstun significantly improve fully charged PK Freeze's shield pressuring potential.}}
**{{buff|PK Freeze can be released sooner (frame 45 → 35), reducing its startup lag when uncharged (frame 51 → 40).}}
**{{nerf|PK Freeze travels slightly slower and takes longer to fully charge. It also goes lower than Lucas' body, similarly to [[PK Flash]], which results in it no longer exploding on contact with the ground. Unlike PK Flash, using PK Freeze right before it makes contact with the ground does not count as it being fully charged.}}
***{{nerf|However, this does reduce uncharged PK Freeze's damage (10% → 9%).}}
**{{buff|PK Freeze is larger when it is created (0.3 → 0.45) and its size increases at a faster rate (1.45 → 1.6).}}
**{{buff|PK Freeze has increased base damage (4% → 5%) which charges at a faster rate (0.23 → 0.255) resulting in the fully charged version dealing more damage (19% → 22%).}}  
**{{buff|Lucas' gravity is lower when using PK Freeze (0.02 → 0.012) making it safer to use in the air.}}
**{{change|PK Freeze launches opponents at a higher angle (70° → 80°) and it has more base knockback, but less knockback scaling (50 (base), 40 (scaling) → 80/21).}}
**{{nerf|PK Freeze has a shorter duration (2 frames → 1).}}
**{{nerf|PK Freeze gains less height (1.4 → 1.2). This notably prevents Lucas from being able to fully charge the move when using it on the ground.}}
*[[PK Fire]]:
*[[PK Fire]]:
**{{buff|[[PK Fire]] deals 1% more damage (8% → 9%).}}
**{{buff|PK Fire has less ending lag (FAF 54 → 53).}}
**{{buff|The sweetspot pillar deals more damage (5% → 6%), increasing PK Fire's overall damage (8% → 9%).}}
**{{change|The pillar's hitboxes have adjusted positions (y/z offsets: (3/9)/(0/7) → (2/8)/(2/9)).}}
**{{nerf|Using PK Fire straight after a double jump no longer gives Lucas a huge vertical boost. This removes [[Zap Jump]]ing, significantly hinder PK Fire's vertical approach and recovery potential.}}
*[[PK Thunder]]:
*[[PK Thunder]]:
**{{buff|[[PK Thunder]] is larger and travels slightly faster. This improves its recovery potential and, when coupled with the weakening of SDI, makes it significantly more difficult to escape from.}}
**{{buff|PK Thunder is larger and travels slightly faster. This improves its recovery potential and, when coupled with the weakening of SDI, makes it significantly more difficult to escape from.}}
**{{change|PK Thunder's visual effects have changed. It is now violet, instead of blue.}}
**{{change|PK Thunder's visual effects have changed. It is now violet, instead of blue.}}
*[[PK Thunder 2]]:
*[[PK Thunder 2]]:
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**{{nerf|PSI Magnet deals less damage when released (9% → 8%).}}
**{{nerf|PSI Magnet deals less damage when released (9% → 8%).}}
**{{nerf|PSI Magnet has a smaller hitbox when released (4u → 3.5u). When combined with the orb being visually larger, this results in PSI magnet now having a deceptively small hitbox.}}  
**{{nerf|PSI Magnet has a smaller hitbox when released (4u → 3.5u). When combined with the orb being visually larger, this results in PSI magnet now having a deceptively small hitbox.}}  
**{{nerf|PSI Magnet grants much less forwards momentum in the air (3 → 1). This essentially removes Lucas' Magnet Pull, greatly hindering PSI Magnet's utility.}}
**{{nerf|PSI Magnet grants much less forwards momentum in the air (3 → 1). This essentially removes Lucas' [[Magnet Pull]], greatly hindering PSI Magnet's utility (and PK Fire's utility by extension).}}
**{{nerf|PSI Magnet now swirls absorbed projectiles for a moment, creating a slight delay before Lucas can actually be healed.}}
**{{nerf|PSI Magnet now swirls absorbed projectiles for a moment, creating a slight delay before Lucas can actually be healed.}}
**{{nerf|PSI Magnet's absorption bubble is smaller (16u → 12.8u). This gives it less range to absorb projectiles, despite its orb being larger and the absorption bubble being moved further forwards (z offset: 10 → 11.8).}}
**{{nerf|PSI Magnet's absorption bubble is smaller (16u → 12.8u). This gives it less range to absorb projectiles, despite its orb being larger and the absorption bubble being moved further forwards (z offset: 10 → 11.8).}}
***{{nerf|These changes also mean that the move can no longer reliably absorb projectiles behind Lucas, hindering its safety.}}
***{{nerf|These changes also mean that the move can no longer reliably absorb projectiles behind Lucas, hindering its safety.}}
**{{nerf|PSI Magnet now only heals half the amount of damage from absorbed teammates' projectiles, significantly hindering its effectiveness in doubles. This is exacerbated even further by PSI Magent's reduced range.}}
**{{nerf|PSI Magnet now only heals half the amount of damage from absorbed teammates' projectiles, significantly hindering its effectiveness in doubles. This is exacerbated even further by PSI Magnet's reduced range.}}
*[[PK Starstorm]]:
*[[PK Starstorm]]:
**{{change|[[PK Starstorm]] now functions identically to Ness' version. It deals 6% less damage per hit (14% → 8%), but the falling stars are now fired in a line that can be aimed in a fanning motion from the top-center of the stage. While this gives it blind spots, it results in a more consistent damage output when the stars do hit.}}
**{{change|[[PK Starstorm]] now functions identically to Ness' version. It deals 6% less damage per hit (14% → 8%), but the falling stars are now fired in a line that can be aimed in a fanning motion from the top-center of the stage. While this gives it blind spots, it results in a more consistent damage output when the stars do hit.}}
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