Lucas (SSB4): Difference between revisions

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==Attributes==
==Attributes==
Lucas' attributes remain largely unchanged since ''Brawl''. He is a [[Weight|middleweight]] that has a very slow [[walking]] speed, slightly below average [[dash]]ing speed, average [[gravity]], above average [[air speed]], and below average [[falling speed]]. However, his air speed and [[fast fall]]ing speed have become faster since ''Brawl'', both of which somewhat improve his aerial mobility. While Lucas' mobility speed is rather unimpressive, his attack speed compensates for it; notable examples include his neutral attack, which comes out on frame 2, and his down tilt, which comes out on frame 3 and is tied with {{SSB4|Ness}}', {{SSB4|Little Mac}}'s, {{SSB4|R.O.B.}}'s, and {{SSB4|Meta Knight}}'s down tilts for being the fastest down tilt in the game. As a result, Lucas' attacks are useful for damage racking and initiating combos, while several of his ground attacks are safe in many situations due to their minimal ending lag.
Lucas' attributes remain largely unchanged since ''Brawl''. He is a [[Weight|middleweight]] that has a very slow [[walking]] speed, slightly below average [[dash]]ing speed, average [[gravity]], above average [[air speed]], and below average [[falling speed]]. However, his air speed and [[fast fall]]ing speed have become faster since ''Brawl'', both of which somewhat improve his aerial mobility. While Lucas' mobility speed is rather unimpressive, his attack speed compensates for it; notable examples include his neutral attack, which comes out on frame 2, and his down tilt, which comes out on frame 3 and is tied with {{SSB4|Ness}}, {{SSB4|Little Mac}}, {{SSB4|R.O.B.}}, and {{SSB4|Meta Knight}}'s down tilts for being the fastest down tilt in the game. As a result, Lucas' attacks are useful for damage racking and initiating combos, while several of his ground attacks are safe in many situations due to their minimal ending lag.


Despite his short stature and lack of a weapon outside of his forward smash, Lucas possesses good range courtesy of [[disjointed]] [[hitbox]]es. All of his smash attacks, nearly all of his aerial attacks and some of his ground attacks are disjointed, which can be further supplemented by his projectiles. In addition to their disjointed hitboxes, Lucas' smash attacks are among the strongest in the game. Like in ''Brawl'', his up smash is among the strongest up smashes in the game while also possessing both a large disjointed hitbox and the ability to KO as low as 54% when fully charged (or 70% for heavyweight fighters). The first hit of his down smash is also one of the strongest in the game and is an intimidating edgeguarding option, while his forward smash has decent speed, good KO potential and can even [[Reflection|reflect]] projectiles, especially when struck at its sweetspotted tip.
Despite his short stature and lack of a weapon outside of his forward smash, Lucas possesses good range courtesy of [[disjointed]] [[hitbox]]es. All of his smash attacks, nearly all of his aerial attacks and some of his ground attacks are disjointed, which can be further supplemented by his projectiles. In addition to their disjointed hitboxes, Lucas' smash attacks are among the strongest in the game. Like in ''Brawl'', his up smash is among the strongest up smashes in the game while also possessing both a large disjointed hitbox and the ability to KO as low as 54% when fully charged (or 70% for heavyweights). The first hit of his down smash is also one of the strongest in the game and is an intimidating edgeguarding option, while his forward smash has decent speed, good KO potential and can even [[Reflection|reflect]] projectiles.


However, Lucas greatest strength is his grab game. Despite having the shortest-ranged tether grab in the game, his [[Rope Snake]] has the lowest amount of ending lag among all tether grabs and respectable range, while he also possesses arguably the strongest set of throws in the game. Lucas' up and back throws are among the most powerful of their kind in the game, making them two of his best KOing options. His forward throw is tied with {{SSB4|Bowser}}'s for the strongest of its kind, although it is significantly weaker as a KOing option in comparison to his up and back throws. His down throw benefits significantly from both its considerably reduced knockback and the changes to hitstun canceling, both of which have re-purposed it into a reliable combo starter that can be followed up with his neutral and forward aerials from 0% up until high percents (even up to the early 90% range for neutral aerial), while its combo into up aerial is a confirmed KO set-up until 100%. While these changes have removed his down throw's KO potential, this is completely mitigated due to his up and back throws' aforementioned power. Lastly, his pummel is tied with Ness', {{SSB4|Kirby}}'s and {{SSB4|Fox}}'s as the third fastest in the game, which makes it ideal for quick damage racking before a throw.
However, Lucas greatest strength is his grab game. Despite having the shortest-ranged tether grab in the game, his [[Rope Snake]] has the lowest amount of ending lag among all tether grabs and respectable range, while he also possesses arguably the strongest set of throws in the game. Lucas' up and back throws are among the most powerful of their kind in the game, making them two of his best KOing options. His forward throw is tied with {{SSB4|Bowser}}'s for the strongest of its kind, although it is significantly weaker as a KOing option in comparison to his up and back throws. His down throw benefits significantly from both its considerably reduced knockback and the changes to hitstun canceling, both of which have re-purposed it into a reliable combo starter that can be followed up with his neutral and forward aerials from 0% up until high percents (even up to the early 90% range for neutral aerial), while its combo into up aerial is a confirmed KO set-up until 100%. While these changes have removed his down throw's KO potential, this is completely mitigated due to his up and back throws' aforementioned power. Lastly, his pummel is tied with Ness, {{SSB4|Kirby}} and {{SSB4|Fox}}'s as the third fastest in the game, which makes it ideal for quick damage racking before a throw.


Lucas also boasts a strong zoning game that is essential to his success. [[PK Fire]] and grab aerial are both powerful spacing tools with their own specific uses, the latter being able to lead into a grab or forward tilt. Lucas' combo game is also very strong. His down tilt is a good combo starter, as it can combo into itself, neutral attack, and most importantly, his grab. His neutral and forward aerials can combo into themselves at low percents, while the former can also do so into other aerials (except for his back aerial) at low percents.
Lucas also boasts a strong zoning game that is essential to his success. [[PK Fire]] and grab aerial are both powerful spacing tools with their own specific uses, the latter being able to lead into a grab or forward tilt. Lucas' combo game is also very strong. His down tilt is a good combo starter, as it can combo into itself, neutral attack, and most importantly, his grab. His neutral and forward aerials can combo into themselves at low percents, while the former can also do so into other aerials (except for his back aerial) at low percents.


Like Ness, Lucas' special moveset boasts versatility in the form of PSI-based attacks, three of which are projectiles. [[PK Freeze]] can [[Frozen|freeze]] his opponents, has very minimal ending lag and is viable, yet situational, as an edgeguarding option. While his PK Fire does not repeatedly hit opponents and potentially trap them like Ness' PK Fire, Lucas' deals decent knockback and can be used to give Lucas some space as it also provides a minimal amount of recoil, both on the ground and in the air. [[PK Thunder]] does not disappear like Ness' PK Thunder when it hits opponents, but instead hits them multiple times alongside boasting tighter control, while [[PK Thunder 2]], grants Lucas farther distance. Lastly, [[PSI Magnet]] allows Lucas to deal with camping opponents that carry powerful, absorbable projectiles. However, its defensive utility also extends to Lucas' recovery, thanks to its ability to stall his descent. Unlike Ness', it also has offensive utility, thanks to it having a hitbox that deals [[semi-spike]] knockback.
Like Ness, Lucas' special moveset boasts versatility in the form of PSI-based attacks, three of which are projectiles. [[PK Freeze]] can [[Frozen|freeze]] his opponents, has very minimal ending lag and is viable, yet situational, as an edgeguarding option. While his PK Fire does not repeatedly hit opponents and potentially trap them like Ness' PK Fire, Lucas' deals decent knockback and can be used to give Lucas some space as it also provides a minimal amount of recoil, both on the ground and in the air. [[PK Thunder]] does not disappear like Ness' PK Thunder when it hits opponents, but instead hits them multiple times alongside boasting tighter control, while [[PK Thunder 2]], grants Lucas farther distance. Lastly, [[PSI Magnet]] allows Lucas to deal with camping opponents that carry powerful, absorbable projectiles. However, its defensive utility also extends to Lucas' recovery, thanks to its ability to stall his descent. Unlike Ness', it also has offensive utility, thanks to it dealing damage and being a [[semi-spike]].


However, Lucas does have his flaws. With his aforementioned sub-par mobility, fast characters such as {{SSB4|Zero Suit Samus}} and {{SSB4|Sonic}} can give Lucas a difficult time. Another problem is a predictable approach, reliance on his zoning tools (which can be overcome), and occasionally a lack of range in spite of his tether grab. Some of his moves require precision at times; his up aerial, whose hitbox is significantly smaller than it was in ''Brawl'', can miss large opponents like {{SSB4|Bowser}}. Another prominent example is his down smash, whose three hits are all mutually exclusive and thus gives opponents a perfect opportunity to punish Lucas if they manage to shield it. Lucas can also have problems scoring KOs despite his smash attacks' impressive strengths, as they mainly require effective reading and should be used wisely as a result. Although Lucas has a reliable tether recovery, [[PK Thunder#PK Thunder 2|his other method of recovery]] is also gimpable because of it having much slower priority than Ness, and it can be still be reflected or absorbed, most infamously by {{SSB4|Rosalina & Luma}}. Like his fellow DLC characters, Lucas does not have any custom moves, which limits him in tournaments that allow [[character customization]].
However, Lucas does have his flaws. With his aforementioned sub-par mobility, fast characters such as {{SSB4|Zero Suit Samus}} and {{SSB4|Sonic}} can give Lucas a difficult time. Another problem is a predictable approach, reliance on his zoning tools (which can be overcome), and occasionally a lack of range in spite of his tether grab. Some of his moves require precision at times; his up aerial, whose hitbox is significantly smaller than it was in ''Brawl'', can miss large opponents like {{SSB4|Bowser}}. Another prominent example is his down smash, whose three hits are all mutually exclusive and thus gives opponents a perfect opportunity to punish Lucas if they manage to shield it. Lucas can also have problems scoring KOs despite his smash attacks' impressive strengths, as they mainly require effective reading and should be used wisely as a result. Although Lucas has a reliable tether recovery, [[PK Thunder#PK Thunder 2|his other method of recovery]] is also gimpable because of it having much slower priority than Ness, and it can be still be reflected or absorbed, most infamously by {{SSB4|Rosalina & Luma}}. Like his fellow DLC characters, Lucas does not have any custom moves, which limits him in tournaments that allow [[character customization]].
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===Ground attacks===
===Ground attacks===
*{{buff|Neutral attack's first and second hits deal less damage (3% (both) → 2.5% (hit 1)/2% (hit 2)). Their mid and far hitboxes also launch opponents at 66°/87° and 70°/88°, respectively. These changes improve its [[jab cancel]]ing potential.}}
*{{buff|Neutral attack's first and second hits deal less damage (3% (both) → 2.5% (hit 1)/2% (hit 2)). Their mid and far hitboxes also now launch at 66°/87° and 70°/88°, respectively. Altogether, these changes improve its [[jab cancel]]ing potential.}}
*{{buff|Sweetspotted dash attack deals 1% more damage (12% → 13%). Its sweetspot has also been re-positioned to the blast's tip, improving its range.}}
*{{buff|Sweetspotted dash attack deals 1% more damage (12% → 13%). Its sweetspot has also been re-positioned to the blast's tip, improving its range.}}
*{{nerf|Sourspotted dash attack deals 1% less damage (10% → 9%) and has decreased knockback.}}
*{{nerf|Sourspotted dash attack deals 1% less damage (10% → 9%) and has decreased knockback.}}
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*{{nerf|Forward tilt has increased start-up (frame 6 → 7) and ending lag (frame 23 → 26).}}
*{{nerf|Forward tilt has increased start-up (frame 6 → 7) and ending lag (frame 23 → 26).}}
*{{buff|Late up tilt deals 1% more damage (4% → 5%). Up tilt also has decreased ending lag (frame 40 → 37).}}
*{{buff|Late up tilt deals 1% more damage (4% → 5%). Up tilt also has decreased ending lag (frame 40 → 37).}}
*{{buff|Down tilt's close hitbox launches at 76°, improving its combo potential.}}
*{{buff|Down tilt's close hitbox now launches at 76°, improving its combo potential.}}
*{{nerf|Down tilt has increased ending lag (frame 14 → 16) and slightly decreased range. It also no longer [[Tripping|trips]] opponents, with only its tipper hitbox [[lock]]ing in opponents.}}
*{{nerf|Down tilt has increased ending lag (frame 14 → 16) and slightly decreased range. It also no longer [[Tripping|trips]] opponents, with only its tipper hitbox [[lock]]ing in opponents.}}
*{{nerf|Forward smash has decreased base knockback (60 → 50), hindering its KO potential. It has also received a sourspot on all of its untippered hitboxes that deals 1% less damage.}}
*{{nerf|Forward smash has decreased base knockback (60 → 50), hindering its KO potential. It has also received a sourspot on all of its untippered hitboxes that deals 1% less damage.}}
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===Aerial attacks===
===Aerial attacks===
*{{nerf|Due to consisting of five hits instead of eight, neutral aerial deals 5% less damage (17% → 12%). Additionally, it has increased start-up (frame 5 → 7) and ending lag (frame 40 → 45). Lastly, its [[Smash directional influence|SDI]] multiplier has increased (1x 2x).}}
*{{nerf|Due to consisting of five hits instead of eight, neutral aerial deals 5% less damage (17% → 12%). Additionally, it has increased start-up (frame 5 → 7) and ending lag (frame 40 → 45). Lastly, its [[Smash directional influence|SDI]] multiplier has increased ().}}
*{{buff|Neutral aerial has decreased base knockback (70 → 40), decreased landing lag (18 frames → 13), its last hit connects reliably and launches at 60°. Altogether, these changes improve its reliability and grant it combo potential.}}
*{{buff|Neutral aerial has decreased base knockback (70 → 40), decreased landing lag (18 frames → 13), its last hit connects reliably and launches at 60°. Altogether, these changes improve its reliability and grant it combo potential.}}
*{{nerf|Due to having significantly tightened autocancel windows, neutral, forward, and up aerials no longer autocancel from a short hop. This slightly hinders their approach potentials.}}
*{{nerf|Due to having significantly tightened autocancel windows, neutral, forward, and up aerials no longer autocancel from a short hop. This slightly hinders their approach potentials.}}
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*{{buff|Back aerial's non-meteor sweetspot deals 2% more damage (10% → 12%) and has increased knockback.}}
*{{buff|Back aerial's non-meteor sweetspot deals 2% more damage (10% → 12%) and has increased knockback.}}
*{{nerf|Up aerial has increased start-up lag (frame 5 → 7), a shorter duration (6 frames → 3), and a smaller hitbox (7u → 5.2u). Its hitbox is also no longer attached to Lucas' head during its animation, making it static and misleading.}}
*{{nerf|Up aerial has increased start-up lag (frame 5 → 7), a shorter duration (6 frames → 3), and a smaller hitbox (7u → 5.2u). Its hitbox is also no longer attached to Lucas' head during its animation, making it static and misleading.}}
*{{buff|Up aerial now launches opponents at 80°. This improves its KO potential in spite of its knockback remaining unchanged.}}
*{{buff|Up aerial now launches at 80°. This improves its KO potential in spite of its knockback remaining unchanged.}}
*{{buff|Up aerial's [[freeze frame]] multiplier has increased (1x → 1.1x), making it safer on shield.}}
*{{change|Up aerial has increased [[Freeze frame|hitlag]] (→ 1.). This makes it safer on shield, but easier to DI.}}
*{{nerf|Down aerial's first three hits deal 1.5% less damage (5% → 3.5%), which decreases its overall damage output by 4.5% (20% → 15.5%). It also has increased start-up lag (frame 4 → 10) has decreased autocancel timings (frame 35 → 48), removing its combo potential into down tilt.}}
*{{nerf|Down aerial's first three hits deal 1.5% less damage (5% → 3.5%), which decreases its overall damage output by 4.5% (20% → 15.5%). It also has increased start-up lag (frame 4 → 10) has decreased autocancel timings (frame 35 → 48), removing its combo potential into down tilt.}}
*{{buff|Down aerial has decreased landing lag (28 frames → 24).}}
*{{buff|Down aerial has decreased landing lag (28 frames → 24).}}
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*{{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.}}
*{{buff|[[PSI Magnet]] is significantly larger.}}
*{{buff|[[PSI Magnet]] is significantly larger.}}
*{{nerf|PSI Magnet deals 1% less damage (9% → 8%) and only the center of the orb deals damage, whereas the entire orb dealt damage in ''Brawl''. Its healing multiplier has also decreased (2.5x → 1.2x). Altogether, these changes hinder its utility. Additionally, PSI Magnet also now swirls healing projectiles for a moment, creating a slight delay before Lucas can actually be healed. Lastly, it has received a blind spot directly behind Lucas, hindering its safety.}}
*{{nerf|PSI Magnet deals 1% less damage (9% → 8%) and only the center of the orb deals damage, whereas the entire orb dealt damage in ''Brawl''. Its healing multiplier has also decreased (2.→ 1.). Altogether, these changes hinder its utility. Additionally, PSI Magnet also now swirls healing projectiles for a moment, creating a slight delay before Lucas can actually be healed. Lastly, it has received a blind spot directly behind Lucas, hindering its safety.}}
*{{change|PSI Magnet's animation has slightly changed. Lucas now keeps both eyes open during it, instead of closing one of them.}}
*{{change|PSI Magnet's animation has slightly changed. Lucas now keeps both eyes open during it, instead of closing one of them.}}
*{{change|[[PK Starstorm]] now functions almost 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 almost 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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*{{buff|Forward aerial's vertical displacement increased|1|2.9.}}
*{{buff|Forward aerial's vertical displacement increased|1|2.9.}}
*{{nerf|Forward aerial's sourspot hitbox size decreased|3.8u|3.3u.}}
*{{nerf|Forward aerial's sourspot hitbox size decreased|3.8u|3.3u.}}
*{{buff|All grabs' ending lag decreased|IASA 56 (standing)/IASA 66 (dash/pivot)|51/61.}}
*{{buff|All grabs' ending lag decreased|frame 56 (standing)/frame 66 (dash/pivot)|51/61.}}
*{{buff|Grab's early and late grabboxes' sizes increased|2.5u (early)/2.4u (late)|3u/2.8u.}}
*{{buff|Grab's early and late grabboxes' sizes increased|2.5u (early)/2.4u (late)|3u/2.8u.}}
*{{buff|[[PK Thunder]]'s hitbox size increased|3.5u|3.8u.}}
*{{buff|[[PK Thunder]]'s hitbox size increased|3.5u|3.8u.}}
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|dashdesc=A dashing palm thrust that emits a blast of PSI energy from his hand. Has noticeable start-up and deals more damage the farther the opponent is from Lucas.
|dashdesc=A dashing palm thrust that emits a blast of PSI energy from his hand. Has noticeable start-up and deals more damage the farther the opponent is from Lucas.
|fsmashname= 
|fsmashname= 
|fsmashdmg={{ChargedSmashDmgSSB4|14}} (base), {{ChargedSmashDmgSSB4|15}} (tip), 1.5x (reflected projectiles)
|fsmashdmg={{ChargedSmashDmgSSB4|14}} (base), {{ChargedSmashDmgSSB4|15}} (tip), 1.(reflected projectiles)
|fsmashdesc=Swings a {{s|wikibound|stick}} in front of himself. The stick's tip deals slightly more damage and knockback, while the move overall functions very similarly to Ness' forward smash, including the ability to [[reflection|reflect]] projectiles. Compared to Ness' version, it has less start-up and ending lag, but deals less damage, knockback and has a lower damage multiplier when reflecting projectiles.
|fsmashdesc=Swings a {{s|wikibound|stick}} in front of himself. The stick's tip deals slightly more damage and knockback, while the move overall functions very similarly to Ness' forward smash, including the ability to [[reflection|reflect]] projectiles. Compared to Ness' version, it has less start-up and ending lag, but deals less damage, knockback and has a lower damage multiplier when reflecting projectiles.
|usmashname= 
|usmashname= 
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|nsdefname=PK Freeze
|nsdefname=PK Freeze
|nsdefdmg=9%-22%
|nsdefdmg=9%-22%
|nsdefdesc=Emits a sky blue [[wikibound:PK Freeze|snowflake-shaped blast of PSI energy]] from his head that [[Frozen|freezes]] opponents. The direction of the blast's path can be controlled, it can be made stronger by holding the special button and it can be concluded at a deceptively fast speed. However, it renders Lucas [[helpless]] if used in the air.
|nsdefdesc=Emits a [[wikibound:PK Freeze|snowflake-shaped blast of PSI energy]] from his head that [[Frozen|freezes]] opponents. The direction of the blast's path can be controlled, it can be made stronger by holding the special button and it can be concluded at a deceptively fast speed. However, it renders Lucas [[helpless]] if used in the air.
|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=Thrusts both of his hands forward to release a yellow [[wikibound:PK Fire|lightning bolt-shaped PSI projectile]] from his hands. Unlike Ness' PK Fire, Lucas' version results in a brief, fiery explosion of PSI energy that launches the opponent backward, rather than a long-lasting pillar of fiery PSI energy. It is further differentiated from Ness' version in that it flies straight ahead regardless of whether it is used on the ground or in the air, as well as causing a minimal amount of recoil both on the ground and in the air, making it more effective as a spacing tool than Ness' PK Fire.
|ssdefdesc=Thrusts both of his hands forward to release a [[wikibound:PK Fire|lightning bolt-shaped PSI projectile]] from his hands. Unlike Ness' PK Fire, Lucas' version results in a brief, fiery explosion of PSI energy that launches the opponent backward, rather than a long-lasting pillar of fiery PSI energy. It is further differentiated from Ness' version in that it flies straight ahead regardless of whether it is used on the ground or in the air, as well as causing a minimal amount of recoil both on the ground and in the air, making it more effective as a spacing tool than Ness' PK Fire.
|ssc1name=N/A
|ssc1name=N/A
|ssc2name=N/A
|ssc2name=N/A
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|usdefname=PK Thunder
|usdefname=PK Thunder
|usdefdmg=2.5% (projectile head), 0.8% (projectile tail, rapid hits), 8% (PKT2 initial), 2% (PKT2 rapid hits 1-5), 1.5% (PKT2 rapid hits 6-10), 10% (PKT2 last)
|usdefdmg=2.5% (projectile head), 0.8% (projectile tail, rapid hits), 8% (PKT2 initial), 2% (PKT2 rapid hits 1-5), 1.5% (PKT2 rapid hits 6-10), 10% (PKT2 last)
|usdefdesc=Emits a violet, [[wikibound:PK Thunder|streaming electrical PSI projectile]] from his head. Like Ness' PK Thunder, it can be directed into Lucas to launch him at a high speed. Unlike Ness' version, it does not disappear after hitting an opponent and instead hits multiple times, giving it damage racking potential. This effect also applies PK Thunder 2, with Lucas hitting an opponent multiple times upon colliding with them.
|usdefdesc=Emits a [[wikibound:PK Thunder|streaming, electrical PSI projectile]] from his head. Like Ness' PK Thunder, it can be directed into Lucas to launch him at a high speed. Unlike Ness' version, it does not disappear after hitting an opponent and instead hits multiple times, giving it damage racking potential. This effect also applies PK Thunder 2, with Lucas hitting an opponent multiple times upon colliding with them.
|usc1name=N/A
|usc1name=N/A
|usc2name=N/A
|usc2name=N/A
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|usc2desc= 
|usc2desc= 
|dsdefname=PSI Magnet
|dsdefname=PSI Magnet
|dsdefdmg=8% (ending), heals 2.5x the damage of absorbed projectiles
|dsdefdmg=8% (ending), heals 2.the damage of absorbed projectiles
|dsdefdesc=Thrusts his arm forward to emit a blue [[wikibound:PSI Magnet|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, due to it dealing damage and [[semi-spike]] knockback to opponents inside of it when it dissipates.
|dsdefdesc=Thrusts his arm forward to emit a [[wikibound:PSI Magnet|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, due to it dealing damage and [[semi-spike]] knockback to opponents inside of it when it dissipates.
|dsc1name=N/A
|dsc1name=N/A
|dsc2name=N/A
|dsc2name=N/A
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|desc-up=Trips, shakes his head, and gets back up.
|desc-up=Trips, shakes his head, and gets back up.
|desc-side=Duster's Rope Snake taps Lucas on the shoulder and has a brief conversation with him, as Lucas shrugs at it.
|desc-side=Duster's Rope Snake taps Lucas on the shoulder and has a brief conversation with him, as Lucas shrugs at it.
|desc-down=Positions his right hand up to his forehead and grunts while channeling small blasts of PSI energy from his index and middle fingers, then swings his hand downward leaving behind a brief PSI energy trail.}}
|desc-down=Positions his right hand up to his forehead and grunts while generating small bursts of PSI energy from his index and middle fingers, then swings his hand downward to emit a trail of PSI energy.}}


===[[Idle pose]]s===
===[[Idle pose]]s===
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|victory-theme=MotherUniverseTheme.ogg
|victory-theme=MotherUniverseTheme.ogg
|victory-desc=A flourished, sped-up remix of a portion of [[wikibound:Mother (video game)|''EarthBound Beginnings'']]{{'}} theme song.
|victory-desc=A flourished, sped-up remix of a portion of [[wikibound:Mother (video game)|''EarthBound Beginnings'']]{{'}} theme song.
|desc-1=With his back towards the screen, Lucas crouches while poking at something on the ground with a large stick before turning his head around towards the screen, saying "Huh?"
|desc-1=With his back toward the screen, Lucas crouches while poking at something on the ground with a large stick. After the camera zooms in, he then turns his head around to face the screen and says "Huh?" while briefly sporting a surprised expression.
|desc-2=Forcefully pulls one of the {{s|wikibound|Seven Needles}} out of the ground, sending it flying off-screen while Lucas looks towards the screen. This animation is very similar to his up smash's animation.
|desc-2=Forcefully pulls one of the {{s|wikibound|Seven Needles}} out of the ground, sending it flying off-screen while Lucas looks toward the screen.
|desc-3=Bends down on one knee and waves his right arm in from himself while releasing blasts of PSI energy from his index and middle fingers.
|desc-3=Bends down on one knee and waves his right arm in from himself while releasing blasts of PSI energy from his index and middle fingers.
|char=Lucas}}
|char=Lucas}}
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*{{Sm|JeBB|USA}}
*{{Sm|JeBB|USA}}
*{{Sm|K3H|USA}}
*{{Sm|K3H|USA}}
*{{Sm|Mekos|USA}} - Mekos is among the top Lucas players who places very well at tournaments across the East coast, such as 13th in [[Momocon 2016]] and [[Glitch 2]]. He is also a very strong doubles player, placing top 3 at nearly every major event he plays in. Has beaten {{Sm|Nairo}}, {{Sm|Saj}}, {{Sm|Scatt}}.
*{{Sm|Mekos|USA}} - Placed 13th at [[Momocon 2016]] and [[Glitch 2]]. He has wins over {{Sm|Nairo}}, {{Sm|Saj}}, and {{Sm|Scatt}}.
*{{Sm|Taiheita|Japan}} - Taiheita is considered the best Lucas player in the world. He is best known internationally for his doubles performance at [[Super Smash Con 2016]] with his partner {{Sm|Gomamugitya}}, where he and his teammate won the tournament. He is currently ranked 49th on the [[Panda Global Rankings]] v2, and 15th on the [[JAPAN Power Rankings]]. He has wins over {{Sm|Abadango}}, {{Sm|Marss}}, {{Sm|9B}}, {{Sm|Kameme}}, {{Sm|T}}, {{Sm|Earth}}, {{Sm|Edge}}, {{Sm|Ranai}}, and {{Sm|ikep}}.
*{{Sm|Taiheita|Japan}} - Placed 17th in singles play at [[Super Smash Con 2016]] and 1st in [[doubles]] play at Super Smash Con 2016. Ranked 49th on the [[Panda Global Rankings]] v2, and 15th on the [[JAPAN Power Rankings]]. He has wins over {{Sm|Abadango}}, {{Sm|Marss}}, {{Sm|9B}}, {{Sm|Kameme}}, {{Sm|T}}, {{Sm|Earth}}, {{Sm|Edge}}, {{Sm|Ranai}}, and {{Sm|ikep}}.
 


====Inactive====
====Inactive====
*{{Sm|Kodystri|USA}} - 8th on the [[Georgia Power Rankings]]. Kodystri has wins on {{Sm|Pink Fresh}}, {{Sm|ScAtt}}, and {{Sm|NickRiddle}}. In April 2017, he announced that he dropped Lucas due to the lack of consistency with the character in favor of Rosalina and Luma among other characters. However, Lucas still remains as a comfort pick for Kodystri and is occasionally pulled out.
*{{Sm|Kodystri|USA}} - Formerly ranked 8th on the [[Georgia Power Rankings]] before switching to {{SSB4|Rosalina & Luma}}. He has wins over {{Sm|Pink Fresh}}, {{Sm|ScAtt}}, and {{Sm|NickRiddle}}.
*{{Sm|Marss|USA}}
*{{Sm|Marss|USA}}
*{{Sm|NAKAT|USA}}
*{{Sm|NAKAT|USA}}
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===Tier placement and history===
===Tier placement and history===
During his release, Lucas was considered to have improved from Brawl due to the changes to the game physics benefitting him. However, it would very soon become clear Lucas had lost more than what he lost in ''[[Brawl]]'', and would go on to be considered among his previous game's placement. Following the buffs to his attacks, as well as decent tournament representation and results (the latter point being largely due to {{Sm|Taiheita}}), he would be ranked 36th in the first ''4BR'' [[tier list]], as a low-tier character. However, players would prove that Lucas's buffs had indeed benefitted him a lot and that he was now a capable character with reliable combo potential and KO power. Due to receiving a notable results from Taiheita in 17th place at [[Super Smash Con 2016]], Lucas was bumped up in the second tier list to 33rd, officially putting him in the mid-tier.
During his release, Lucas was considered to have improved from Brawl due to the changes to the game physics benefitting him. However, it would very soon become clear Lucas had lost more than what he lost in ''Brawl'', and would go on to be considered among his previous game's placement. Following the buffs to his attacks, as well as decent tournament representation and results (the latter point being largely due to {{Sm|Taiheita}}), he would be ranked 36th in the first [[tier list]], as a low-tier character. However, players would prove that Lucas' buffs had indeed benefitted him a lot and that he was now a capable character with reliable combo potential and KO power. Due to receiving notable results from Taiheita in 17th place at [[Super Smash Con 2016]], Lucas rose up in the second tier list to 33rd, officially putting him in the mid-tier.


He would then see a very slight rise to 32nd on the third and current tier list. While not having as much tournament representation as other mid-tiered characters, his results have been good enough to secure his current placement. Despite his current placement however, it's unknown whether he would rise or fall in this current meta since his current results are not as strong in America as in Japan and other mid-tier characters are starting to show more results and representation than him.  In addition, {{Sm|ZeRo}}, also believes Lucas to be a high tier character.
He would then see a very slight rise to 32nd on the third and current tier list. While not having as much tournament representation as other mid-tiered characters, his results have been good enough to secure his current placement. Despite this, Lucas' current placement is debatable; although it is unknown whether he will rise or fall in the current metagame because of his current results not being as strong in America as they are in Japan, {{Sm|ZeRo}}, one of the best ''SSB4'' players in the world, views Lucas as a high-tier character.


==Trophies==
==Trophies==
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