Lucas (SSB4): Difference between revisions

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==Changes from ''Brawl''==
==Changes from ''Brawl''==
Lucas received a mix of [[buff]]s and [[nerf]]s in the transition from ''Brawl'' to ''SSB4'', but he was objectively nerfed overall despite being the lowest ranked newcomer in ''Brawl''. The most notable improvement he received was the removal of his 10 extra frame grab-release animation, which was one of his most significant flaws and was also shared with {{SSB4|Ness}}. Lucas's recovery, outside of advanced techniques, has been improved, as both PK Thunder 2 and [[Rope Snake]] now cover more distance. Rope Snake has also received more utility as a zoning tool due to it receiving a hitbox when used as a [[grab aerial]]. Lucas has also been indirectly buffed from the changes to hitstun cancelling, which is most evident with the modifications to his down throw having resulted in it becoming by far his best combo starter.
Lucas received a mix of [[buff]]s and [[nerf]]s in the transition from ''Brawl'' to ''SSB4'', but he was objectively nerfed overall (relative to his Brawl iteration) despite being the lowest ranked newcomer in ''Brawl''. One of the most notable improvements he received was the removal of his 10 extra frame grab-release animation, which was one of his most significant flaws and was also shared with {{SSB4|Ness}}. Lucas's recovery, outside of advanced techniques, has been improved, as both PK Thunder 2 and [[Rope Snake]] now cover more distance. Rope Snake has also received more utility as a zoning tool due to it receiving a hitbox when used as a [[grab aerial]]. Lucas has also been indirectly buffed from the changes to hitstun cancelling, which is most evident with the modifications to his down throw having resulted in it becoming by far his best combo starter.


However, the 10 extra frame grab-release was not the only noticeable gameplay-related aspect that Lucas lost. He can no longer use the [[Zap Jump]] or the [[Magnet Pull]], which were his two most pivotal techniques in ''Brawl''. However, the aforementioned buffs to PK Thunder 2 and Rope Snake compensate somewhat for this. In addition to this, many of his attacks have seen their knockback and range reduced, while some of them have had their cooldown increased. This is most notably seen in his forward and back aerials losing their ability to auto-cancel from a short hop (although the landing lag of both is minimal), his down aerial having increased startup and no longer able to reliably set up for the infamous down tilt lock, and his up aerial having notably less range while also being static, all of which significantly hinders his already poor approach and landing options. A number of Lucas's damage outputs have also decreased, though this is made up by his newfound combo ability. He additionally has a slightly harder time KOing because of his forward smash, up smash, and down throw having reduced knockback alongside the loss of his advanced techniques. Overall, despite the many buffs Lucas has received, he has not significantly improved as a character from ''Brawl'', relative to the rest of the cast; though as of update 1.1.3 (which gave him further buffs) he is considered to be slightly better.  
However, the 10 extra frame grab-release was not the only noticeable gameplay-related aspect that Lucas lost. He can no longer use [[Zap Jump]] or [[Magnet Pull]], which were his two most pivotal techniques in ''Brawl''. However, the aforementioned buffs to PK Thunder 2 and Rope Snake compensate somewhat for this. In addition to this, many of his attacks have seen their knockback and range reduced, while some of them have had their cooldown increased. This is most notably seen in his forward and back aerials losing their ability to auto-cancel from a short hop (although the landing lag of both is minimal), his down aerial having increased startup and no longer able to reliably set up for the infamous down tilt lock, and his up aerial having notably less range while also being static, all of which significantly hinders his already poor approach and landing options. A number of Lucas's damage outputs have also decreased, though this is made up by his newfound ability to reliably combo. He additionally has a slightly harder time KOing because of his forward smash, up smash, and down throw having reduced knockback alongside the loss of his advanced techniques. Overall, despite the many buffs Lucas has received, he has not significantly improved as a character from ''Brawl'', relative to the rest of the cast; though as of update 1.1.3 (which gave him further buffs) he is considered to be slightly better.  


===Aesthetics===
===Aesthetics===
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|ftiltname= 
|ftiltname= 
|ftiltdmg=11% (sweetspot), 7.5% (sourspot)
|ftiltdmg=11% (sweetspot), 7.5% (sourspot)
|ftiltdesc=A palm thrust that launches a small blast of PSI energy that deals more damage the farther opponent is from Lucas. Can be angled and has a [[disjointed hitbox]].
|ftiltdesc=A palm thrust that launches a small blast of PSI energy that deals more damage in the PSI hexagon he creates. Can be angled and has a [[disjointed hitbox]].
|utiltname= 
|utiltname= 
|utiltdmg=1.5% (hit 1), 8% (clean hit 2), 5% (late hit 2)
|utiltdmg=1.5% (hit 1), 8% (clean hit 2), 5% (late hit 2)
|utiltdesc=Vertically tilts himself to perform a vertical kick that launches a blast of PSI energy. It can string into itself, a neutral aerial or an up aerial at low to medium percents.
|utiltdesc=Tilts himself to perform a vertical kick that launches a blast of PSI energy. It can string into itself, a neutral aerial or an up aerial at low to medium percents.
|dtiltname= 
|dtiltname= 
|dtiltdmg=3%
|dtiltdmg=3%
|dtiltdesc=A legsweep. Although weak, it is fast and reliable for either racking up damage or chaining into itself, a neutral attack or a grab. Comes out on frame 3, making it tied with {{SSB4|Little Mac}}, {{SSB4|Meta Knight}}, {{SSB4|Ness}} and {{SSB4|R.O.B.}}'s down tilts as the fastest down tilt in the game.  
|dtiltdesc=A legsweep. Although weak, it is fast and reliable for either racking up damage or chaining into itself, a neutral attack or a grab. Hits first on frame 3, making it tied with {{SSB4|Little Mac}}, {{SSB4|Meta Knight}}, {{SSB4|Ness}} and {{SSB4|R.O.B.}}'s down tilts as the fastest down tilt in the game.  
|dashname= 
|dashname= 
|dashdmg=13% (sweetspot), 9% (sourspot)
|dashdmg=13% (sweetspot), 9% (sourspot)
|dashdesc=A dashing palm thrust that launches a blast of PSI energy. Has slight start-up and deals more damage the farther the opponent is from Lucas.
|dashdesc=A dashing palm thrust that launches a blast of PSI energy. Has a noticeable start-up and deals more damage the farther the opponent is from Lucas.
|fsmashname= 
|fsmashname= 
|fsmashdmg={{ChargedSmashDmgSSB4|14}} (base), {{ChargedSmashDmgSSB4|15}} (tip)
|fsmashdmg={{ChargedSmashDmgSSB4|14}} (base), {{ChargedSmashDmgSSB4|15}} (tip)
|fsmashdesc=Strikes nearby opponents with a stick, which can also be used as a [[reflection|reflector]]. It is very similar to Ness' forward smash, but has with faster start-up and less ending lag at the cost of dealing less damage and knockback. Deals the most damage and knockback at the tip.
|fsmashdesc=Strikes opponents with a stick, which can also be used as a [[reflection|reflector]]. It is very similar to Ness' forward smash, but has with faster start-up and less ending lag at the cost of dealing less damage and knockback. Deals slightly more damage and knockback at the tip.
|usmashname= 
|usmashname= 
|usmashdmg={{ChargedSmashDmgSSB4|2}} (hit 1); {{ChargedSmashDmgSSB4|19}}, {{ChargedSmashDmgSSB4|18}}, {{ChargedSmashDmgSSB4|16}}, {{ChargedSmashDmgSSB4|14}}, or {{ChargedSmashDmgSSB4|12}} (clean to late hit 2)
|usmashdmg={{ChargedSmashDmgSSB4|2}} (hit 1); {{ChargedSmashDmgSSB4|19}}, {{ChargedSmashDmgSSB4|18}}, {{ChargedSmashDmgSSB4|16}}, {{ChargedSmashDmgSSB4|14}}, or {{ChargedSmashDmgSSB4|12}} (clean to late hit 2)
|usmashdesc=Releases a large blast of PSI energy above his head. Despite in-game tips saying it is the most powerful up smash in the game and can attack opponents hanging on the ledge, neither of these are true, as it is only the fifth strongest up smash in the game, and completely whiffs most hanging characters unless their head pokes above the ledge. It is a "high risk, high reward" attack; it has a lot of ending lag, which makes it very punishable if missed, but is strong enough to potentially KO very early (80% uncharged and 54% fully charged). It also has other positives, as Lucas is invincible on frames 1-4 and gains intangibility on his head on frame 15-29. The move also possesses a huge hitbox, making it a good anti-air attack if used correctly. It is appears to be based on {{s|wikibound|PK Love}}, Lucas' signature PSI attack from ''{{s|wikibound|Mother 3}}''.
|usmashdesc=Releases a large blast of PSI energy above his head. Despite in-game tips saying it is the most powerful up smash in the game and can attack opponents hanging on the ledge, neither of these are true, as it is only the fifth strongest up smash in the game, and completely whiffs most hanging characters unless their head pokes above the ledge. It is a "high risk, high reward" attack; it has a lot of ending lag, which makes it very punishable if missed, but is strong enough to potentially KO very early (80% uncharged and 54% fully charged). It also has other positives, as Lucas is invincible on frames 1-4 and gains intangibility on his head on frame 15-29. The move also possesses a huge hitbox, making it a good anti-air attack if used correctly. It appears to be based on {{s|wikibound|PK Love}}, Lucas' signature PSI attack from ''{{s|wikibound|Mother 3}}''.
|dsmashname= 
|dsmashname= 
|dsmashdmg={{ChargedSmashDmgSSB4|17}} (hit 1), {{ChargedSmashDmgSSB4|14}} (hit 2), {{ChargedSmashDmgSSB4|11}} (hit 3)
|dsmashdmg={{ChargedSmashDmgSSB4|17}} (hit 1), {{ChargedSmashDmgSSB4|14}} (hit 2), {{ChargedSmashDmgSSB4|11}} (hit 3)
|dsmashdesc=Aims his arm diagonally downward and launches three consecutive blasts of PSI energy towards the ground while holding his hand in a finger gun gesture. The range increases while the power decreases with each blast. The first hit is one of the strongest down smashes, being able to KO as low as 60% near the ledge depending on the opponent's weight and DI, and the move can catch recovering opponents before they grab the ledge if timed well. Has a bit of start-up, but low ending lag. However, despite having three distinct hits, it can only strike an opponent once, making it somewhat unsafe on shield.
|dsmashdesc=Aims his arm diagonally downward and launches three consecutive blasts of PSI energy towards the ground while holding his hand in a finger gun gesture. With each blast, its range increases at the expense of damage and knockback. The first hit is one of the strongest down smashes, being able to KO as low as 60% near the ledge depending on the opponent's weight and DI, and the move can catch recovering opponents before they grab the ledge if timed well. Has a bit of start-up, but low ending lag. However, despite having three distinct hits, it can only strike an opponent once, making it somewhat unsafe on shield.
|nairname= 
|nairname= 
|nairdmg=2% (hits 1-4), 4% (hit 5)
|nairdmg=2% (hits 1-4), 4% (hit 5)
|nairdesc=An aerial cartwheel while releasing a blast of PSI energy around his torso. Decent combo potential. Has a lot of [[freeze frame]]s on every hit.
|nairdesc=An aerial gyration while releasing a blast of PSI energy around his torso. Good combo potential, despite being susceptible to SDI. Has a lot of [[freeze frame]]s on every hit.
|fairname= 
|fairname= 
|fairdmg=11.5% (sweetspot), 9% (sourspot)
|fairdmg=11.5% (sweetspot), 9% (sourspot)
|fairdesc=A side kick that launches a blast of PSI energy. This move has decent speed and is disjointed, making it a good off-stage option and one of Lucas' better spacing moves. The sweetspot does the most knockback and can KO at high percentages.
|fairdesc=A side kick that launches a blast of PSI energy. This move is fast and disjointed, making it a good off-stage option and one of Lucas' better spacing moves. The sweetspot does the most knockback and can KO at high percentages.
|bairname= 
|bairname= 
|bairdmg= 12% (sweetspot), 9% (sourspot), 7% (late)
|bairdmg= 12% (sweetspot), 9% (sourspot), 7% (late)
|bairdesc=A backflip kick that leaves a trail of PSI energy along his feet. It can [[meteor smash]] if placed correctly. Has disjointed reach and is weakest at the tip.
|bairdesc=A backflip kick that leaves a trail of PSI energy along his feet. It can [[meteor smash]] at the tip of his foot. Has disjointed reach and is weakest at the tip.
|uairname= 
|uairname= 
|uairdmg=13%
|uairdmg=13%
|uairdesc=An upward headbutt. Similar to Ness' up aerial, but does not hit in an arc or have as much knockback.
|uairdesc=An upward headbutt with a static hitbox and reasonably high knockback.
|dairname= 
|dairname= 
|dairdmg=3.5% (rapid hits 1-3), 5% (final hit)
|dairdmg=3.5% (rapid hits 1-3), 5% (final hit)
|dairdesc=A series of alternating stomps with both of his feet that each launch a small blast PSI energy below himself. Like Lucas' back aerial, it is disjointed and has a meteor smash hitbox on the fourth and final hit. The move itself is also difficult to fully land on smaller grounded opponents such as {{SSB4|Pikachu}} and {{SSB4|Kirby}}.
|dairdesc=A series of alternating stomps with both of his feet that each launch a small blast PSI energy below himself. Like his back aerial, it is disjointed and has a meteor smash hitbox below him on the fourth and final hit. The move itself is also difficult to fully land on smaller grounded opponents such as {{SSB4|Pikachu}} and {{SSB4|Kirby}}.
|zairname= 
|zairname= 
|zairdmg=4% (clean), 2.8% (late)
|zairdmg=4% (clean), 2.8% (late)
|zairdesc=Sends {{s|wikibound|Duster}}'s {{s|wikibound|Rope Snake}} in front of him to damage enemies.
|zairdesc=Sends {{s|wikibound|Duster}}'s {{s|wikibound|Rope Snake}} in front of him to damage enemies.
|grabname= 
|grabname= 
|grabdesc=Sends Duster's Rope Snake in front of him. Can be performed in midair as a tether.
|grabdesc=Sends Duster's Rope Snake in front of him. His pivot grab is very slow, while his standing grab is deceptively fast. Can be performed in midair as a tether.
|pummelname= 
|pummelname= 
|pummeldmg=1.2%
|pummeldmg=1.2%
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|fthrowname= 
|fthrowname= 
|fthrowdmg=10%
|fthrowdmg=10%
|fthrowdesc=Telekinetically tosses the opponent in front of himself. KOs around 125%-165% near the edge, depending on weight and DI.
|fthrowdesc=Telekinetically hurls the opponent in front of himself. KOs around 100%-160% near the edge, depending on weight and DI.
|bthrowname= 
|bthrowname= 
|bthrowdmg=10%
|bthrowdmg=10%
|bthrowdesc=Telekinetically tosses the opponent behind himself. It is Lucas' strongest throw, capable of KOing around 100%-130% near the edge.
|bthrowdesc=Hurls the opponent behind himself with PSI. It is Lucas' strongest throw, capable of KOing around 100%-130% near the edge.
|uthrowname= 
|uthrowname= 
|uthrowdmg=10%
|uthrowdmg=10%
|uthrowdesc=Telekinetically whirls the opponent around his head, then throws them straight up. One of the strongest up throws in the game and can KO around 120%-180% depending on the opponent's weight and DI.
|uthrowdesc=Uses PSI to whirl the opponent around his head, then throws them straight up. One of the strongest up throws in the game and can KO around 120%-180% depending on the opponent's weight and DI.
|dthrowname= 
|dthrowname= 
|dthrowdmg=6.5%
|dthrowdmg=6.5%
|dthrowdesc=Telekinetically slams the opponent into the ground head first, with burying added as a visual effect. A very good combo starter, it can be followed by either an up tilt, up aerial, forward aerial, or neutral aerial depending on the opponent's weight and DI, with the up aerial combo being capable of KOing at higher percentages.
|dthrowdesc=Slams the opponent into the ground head first, with burying added as a visual effect. A very good combo starter, it can be followed by either an up tilt, up aerial, forward aerial, or neutral aerial depending on the opponent's weight and DI, with the up aerial combo being capable of KOing at higher percentages.
|floorfname= 
|floorfname= 
|floorfdmg=7%
|floorfdmg=7%
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|nsdefname=PK Freeze
|nsdefname=PK Freeze
|nsdefdmg=9%-22%
|nsdefdmg=9%-22%
|nsdefdesc=Releases a blast of blue, snowflake-shaped PSI energy from above his head that can freeze opponents. The direction of the blast's path can be controlled, and the attack can be made stronger by holding the special button. Puts Lucas into [[helplessness]] if used in the air. Deals a good amount of shield damage.
|nsdefdesc=Releases a blast of blue, snowflake-shaped PSI energy from above his head that can freeze opponents. The direction of the blast's path can be controlled, and the attack can be made stronger by holding the special button. Puts Lucas into [[helplessness]] if used in the air. Deceptively quick to end.
|nsc1name=N/A
|nsc1name=N/A
|nsc2name=N/A
|nsc2name=N/A
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|ssdefname=PK Fire
|ssdefname=PK Fire
|ssdefdmg=3% (lightning), 6% (fire)
|ssdefdmg=3% (lightning), 6% (fire)
|ssdefdesc=Releases a lightning bolt-shaped PSI projectile from his hands. Lucas' PK Fire does not result in a pillar of flame like Ness', but rather a small explosion of fiery PSI energy that launches an opponent backward. It is further differentiated from Ness' PK Fire in that it flies straight ahead regardless of whether it is launched on the ground or in midair. Lucas' PK Fire also slightly pushes him backwards, especially midair.
|ssdefdesc=Releases a lightning bolt-shaped PSI projectile from his hands. Lucas' PK Fire does not result in a pillar of flame like Ness', but rather a small fiery explosion that launches an opponent backward. It is further differentiated from Ness' PK Fire in that it flies straight ahead regardless of whether it is launched on the ground or in midair. Lucas' PK Fire also has recoil, noticeable both in the air and on the ground.
|ssc1name=N/A
|ssc1name=N/A
|ssc2name=N/A
|ssc2name=N/A
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|ssc2desc= 
|ssc2desc= 
|usdefname=PK Thunder
|usdefname=PK Thunder
|usdefdmg=2.5% (projectile head), 0.8% (projectile tail rapid hits), 8% (PKT2 initial hit), 2% (PKT2 rapid hits 1-5), 1.5% (PKT2 rapid hits 6-10), 10% (PKT2 final hit)
|usdefdmg=2.5% (projectile head), 0.8% (projectile tail, rapid hits), 8% (PKT2 initial hit), 2% (PKT2 rapid hits 1-5), 1.5% (PKT2 rapid hits 6-10), 10% (PKT2 final hit)
|usdefdesc=Releases a purple, streaming electrical PSI projectile from his head. Like Ness' PK Thunder, it can be directed into Lucas to launch him. Unlike Ness' version, however, it does not disappear after hitting an opponent and instead hits multiple times. The latter also applies to his PK Thunder 2.
|usdefdesc=Releases a purple, streaming electrical PSI projectile from his head. Like Ness' PK Thunder, it can be directed into Lucas to launch him. Unlike Ness' version, however, it does not disappear after hitting an opponent and instead hits multiple times. The latter also applies to his PK Thunder 2.
|usc1name=N/A
|usc1name=N/A
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|dsdefname=PSI Magnet
|dsdefname=PSI Magnet
|dsdefdmg=8% (ending), heals 1.2x the damage of absorbed projectiles
|dsdefdmg=8% (ending), heals 1.2x the damage of absorbed projectiles
|dsdefdesc=Thrusts his arm forward and creates a blue, glowing orb of PSI energy around his outstretched hand. Any energy-based projectiles it absorbs will heal him, although it no longer absorbs energy projectiles that are launched directly at his back like it did in ''Brawl''. Unlike Ness' PSI Magnet, Lucas' version can be used offensively, as it damages opponents inside of it when it dissipates and allows it to be used as a situational KOing option at high percentages.
|dsdefdesc=Thrusts his arm forward and creates a blue, glowing orb of PSI energy around his outstretched hand. Any energy-based projectiles it absorbs will heal him, although it no longer absorbs energy projectiles that are launched directly at his back like it did in ''Brawl''. Unlike Ness' PSI Magnet, Lucas' version can be used offensively, as it damages opponents inside of it when it dissipates and allows it to be used as a situational edgeguard or KO option at high percentages.
|dsc1name=N/A
|dsc1name=N/A
|dsc2name=N/A
|dsc2name=N/A
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