Lucas (SSBU): Difference between revisions

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Near the end of ''SSB4''{{'}}s metagame Lucas was considered a high tier character (28th out of 55), being tied with {{SSB4|Ness}}. In the transition to ''Ultimate'', Lucas has received a mix of buffs and nerfs, although he received much more buffs, it's difficult to determine whether he has been buffed or nerfed overall. Some of Lucas's biggest strengths from the previous game have been noticeably nerfed, and some of 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.
Near the end of ''SSB4''{{'}}s metagame Lucas was considered a high tier character (28th out of 55), being tied with {{SSB4|Ness}}. In the transition to ''Ultimate'', Lucas has received a mix of buffs and nerfs, although he received much more buffs, it's difficult to determine whether he has been buffed or nerfed overall. Some of Lucas's biggest strengths from the previous game have been noticeably nerfed, and some of 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 comparatively few nerfs, though most of them have been heavy, with the most notable of these nerfs being the loss of some of his best KO setups, his [[down throw]] no longer combos into any of his aerials beyond very low percentages, and the universally [[tech]]able [[footstool]]s and changes to [[lock]]ing have significantly hindered his previously guaranteed setups into said combos. Overall, Lucas no longer has access to semi-guaranteed KO set-ups from his down throw (into back aerial at the edge, or to up aerial at high percentages), and his footstool-based combos are much less useful unless the opponent isn't able to tech in time. But grounded footstool into double jump cancel zair is a newer option for him as well as grounded footstool PK Thunder 1
Lucas has received comparatively few nerfs, though most of them have been heavy, with the most notable of these nerfs being the loss of some of his best KO setups, his [[down throw]] no longer combos into any of his aerials beyond very low percentages, and the universally [[tech]]able [[footstool]]s and changes to [[lock]]ing have significantly hindered his previously guaranteed setups into said combos. Overall, Lucas no longer has access to semi-guaranteed KO set-ups from his down throw (into back aerial at the edge, or to up aerial at high percentages), and his footstool-based combos are much less useful unless the opponent isn't able to tech in time. On the other hand, grounded footstool into double jump cancel zair is a newer option for him as well as grounded footstool PK Thunder 1.
Aside from those nerfs, [[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.
Aside from those nerfs, [[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 but also with more reactable hitlag than in ''SSB4'' it helps with combos and the opponent reacting (especially if sweetspotted, due to their [[electric]] effect). Lucas's approach and aerial game are much more effective, as his [[forward aerial|forward]], [[back aerial|back]] and [[up aerial]]s all are now capable of [[autocancel]]ing 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 [https://www.youtube.com/watch?v=MA1bVZEyPQ0 double-jump canceled] as well, which now gives him an additional option for approaching and can be chained into itself repeatedly or forward air, giving it great combo ability. Also, his [[down aerial]] can now loop into itself at mid to high percentages, while being somewhat difficult to SDI out of but very doable, and set-up kill confirms (most notably forward and down smash, and forward air), and the inability to tech grounded meteor smashes benefits his back aerial, which can also loop into itself and his other aerials. Thanks to these buffs, the aforementioned nerfs to his combo game have been somewhat compensated, with the latter and his mix-up options still being extremely effective in his metagame. His grounded game has seen several noteworthy improvements, as [[forward tilt]] has more range and power, his [[up tilt|up]] and [[down tilt]]s have more combo ability, his sweetspotted [[forward smash]] is more powerful, [[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's 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 through soft and semi-soft platforms, now follows the ground on contact with hard platforms, sends at a lower angle that gives it fearsome [[edgeguarding]] potential, and leaves opponents [[freeze|frozen]] for a much longer period of time at higher percentages. [[PK Fire]] also sends at a lower angle and has more knockback, making it a more impactful projectile when it connects; [[PK Thunder]] travels faster and is an even better edgeguarding and gimping tool; and PSI Magnet absorbs and recovers faster, but the hitbox is 2 frames slower on the release. Thanks to the significant power buffs to most of his already powerful finishers, along with his drastically better edgeguarding game, Lucas is overall a much more powerful character, now being able to KO his opponents much more easily and having a considerably better punish game.
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 but also with more reactable hitlag than in ''SSB4'' it helps with combos and the opponent reacting (especially if sweetspotted, due to their [[electric]] effect). Lucas's approach and aerial game are much more effective, as his [[forward aerial|forward]], [[back aerial|back]] and [[up aerial]]s all are now capable of [[autocancel]]ing 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 [https://www.youtube.com/watch?v=MA1bVZEyPQ0 double-jump canceled] as well, which now gives him an additional option for approaching as well as retreating and can be chained into itself repeatedly or forward air, giving it great combo ability. Also, his [[down aerial]] can now loop into itself at mid to high percentages, while being somewhat difficult to SDI out of but very doable, and set-up kill confirms (most notably forward and down smash, and forward air), and the inability to tech grounded meteor smashes benefits his back aerial, which can also loop into itself and his other aerials. Thanks to these buffs, the aforementioned nerfs to his combo game have been somewhat compensated, with the latter and his mix-up options still being extremely effective in his metagame. His grounded game has seen several noteworthy improvements, as [[forward tilt]] has more range and power, his [[up tilt|up]] and [[down tilt]]s have more combo ability, his sweetspotted [[forward smash]] is more powerful, [[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's 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 through soft and semi-soft platforms, now follows the ground on contact with hard platforms, sends at a lower angle that gives it fearsome [[edgeguarding]] potential, and leaves opponents [[freeze|frozen]] for a much longer period of time at higher percentages. [[PK Fire]] also sends at a lower angle and has more knockback, making it a more impactful projectile when it connects; [[PK Thunder]] travels faster and is an even better edgeguarding and gimping tool; and PSI Magnet absorbs and recovers faster, but the hitbox is 2 frames slower on the release. Thanks to the significant power buffs to most of his already powerful finishers, along with his drastically better edgeguarding game, Lucas is overall a much more powerful character, now being able to KO his opponents much more easily and having a considerably better punish game.


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 [[dash]]ing and [[air speed]]s; 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 dodge]]s and the return of directional air dodges, Lucas has another option to mix up his recovery, furthermore, like {{SSBU|Ness}}, Lucas's directional air dodge travels farther than other characters. Adding to this, 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.
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 [[dash]]ing and [[air speed]]s; 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 dodge]]s and the return of directional air dodges, Lucas has another option to mix up his recovery, furthermore, like {{SSBU|Ness}}, Lucas's directional air dodge travels farther than other characters. Adding to this, 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.
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