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Lucario (SSB4): Difference between revisions

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Lucario's attributes are overall balanced. It is a [[weight|middleweight]] with below-average [[walk]]ing speed, above-average [[falling speed]] and [[air speed]], average [[gravity]], [[air acceleration]], and [[dash]]ing speed, and the highest [[traction]]. It is also able to [[Crawling|crawl]], and one of the only five characters that can [[wall cling]].
Lucario's attributes are overall balanced. It is a [[weight|middleweight]] with below-average [[walk]]ing speed, above-average [[falling speed]] and [[air speed]], average [[gravity]], [[air acceleration]], and [[dash]]ing speed, and the highest [[traction]]. It is also able to [[Crawling|crawl]], and one of the only five characters that can [[wall cling]].


Lucario possesses a unique mechanic that no other character in the game has: [[Aura]]. Aesthetically, Aura appears as blue, concentrated energy and affects all of Lucario's moves. Mechanically, Aura is a damage multiplier, starting at 0.66× when Lucario is at 0% and capping at 1.7× when Lucario has received at least 190%. The multipliers also get multiplied whenever Lucario has a stock lead or not, effectively increasing or decreasing Lucario's Aura. When Lucario is 2 stocks or more ahead, Aura is affected by a 0.6333× multiplier, when at 1 stock ahead it is affected by 0.8×, when at 1 stock behind it is affected by 1.3333×, and when at 2 stocks or more behind it is affected by 2×. This means that, even though most of Lucario's moves have high knockback scaling, their power is extremely low with low Aura, and insufficient to KO until well beyond 150%. However, with high Aura, Lucario's moves have incredible power, with many of them easily surpassing every other character's at maximum Aura, including {{SSB4|Bowser}} and {{SSB4|Ganondorf}}'s. In addition, the [[rage]] mechanic further boosts the knockback of Lucario's attacks, which complements their already high power.
Lucario possesses a unique mechanic called [[Aura]]. Aesthetically, Aura appears as blue, concentrated energy and affects Lucario's entire moveset. Mechanically, Aura is a damage multiplier, starting at 0.66× when Lucario is at 0% and capping at 1.7× when Lucario has received at least 190%. The multipliers also get multiplied whenever Lucario has a stock lead or not, effectively increasing or decreasing Lucario's Aura. When Lucario is 2 stocks or more ahead, Aura is affected by a 0.6333× multiplier, when at 1 stock ahead it is affected by 0.8×, when at 1 stock behind it is affected by 1.3333×, and when at 2 stocks or more behind it is affected by 2×. This means that, even though most of Lucario's moves have high knockback scaling, their power is extremely low with low Aura, and insufficient to KO until well beyond 150%. However, with high Aura, Lucario's moves have incredible power, with many of them easily surpassing every other character's at maximum Aura, including {{SSB4|Bowser}} and {{SSB4|Ganondorf}}'s. In addition, the [[rage]] mechanic further boosts the knockback of Lucario's attacks, which complements their already high power.


Aside from that, another big strength of Lucario is the good versatility throughout its moveset. Its aerial game has good uses: neutral and forward aerials are good combo moves, either for starting or continuing them. Down aerial is Lucario's fastest one, and has the interesting property of canceling Lucario's momentum, which can lead to mindgames or gimps. Up and back aerials are Lucario's strongest ones, and since they have immense power when Lucario is at high levels of Aura, they serve as very effective KO moves. Meanwhile, its grounded game also provides decent options, with its neutral attack, forward and down tilts serving as good anti-pressure options, up tilt serving as a decent combo starter, dash attack being a great option to punish laggy moves and Lucario's smash attacks having immense strength overall. Next, its grab game boasts impressive benefits. Since Lucario's [[pummel]] is the fastest in the game, it can deal large amounts of damage at high percentages. Its up throw has decent knockback, and can combo effectively at most percentages. It is also the most damaging and one of the strongest when Lucario's Aura is high, making up for its increased power. Down throw can serve as a combo starer as well, but only on light opponents and at low Aura. Its forward throw is the fastest throw in the game, as well as the strongest of its kind with high Aura, along with Bowser's. Finally, its back throw is a very powerful [[semi-spike]], making it excellent for [[edgeguarding]], [[tech-chasing]] and, with sufficiently high Aura, KOing.
Aside from that, another big strength of Lucario is the good versatility throughout its moveset. Its aerial game has good uses: neutral and forward aerials are good combo moves, either for starting or continuing them. Down aerial is Lucario's fastest one, and has the interesting property of canceling Lucario's momentum, which can lead to mindgames or gimps. Up and back aerials are Lucario's strongest ones, and since they have immense power when Lucario is at high levels of Aura, they serve as very effective KO moves. Meanwhile, its grounded game also provides decent options, with its neutral attack, forward and down tilts serving as good anti-pressure options, up tilt serving as a decent combo starter, dash attack being a great option to punish laggy moves and Lucario's smash attacks having immense strength overall. Next, its grab game boasts impressive benefits. Since Lucario's [[pummel]] is the fastest in the game, it can deal large amounts of damage at high percentages. Its up throw has decent knockback, and can combo effectively at most percentages. It is also the most damaging and one of the strongest when Lucario's Aura is high, making up for its increased power. Down throw can serve as a combo starer as well, but only on light opponents and at low Aura. Its forward throw is the fastest throw in the game, as well as the strongest of its kind with high Aura, along with Bowser's. Finally, its back throw is a very powerful [[semi-spike]], making it excellent for [[edgeguarding]], [[tech-chasing]] and, with sufficiently high Aura, KOing.
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Lastly, Lucario has a very useful special moveset. [[Aura Sphere]] is a strong [[projectile]] very similar to [[Charge Shot]], but since its size and power are affected by Aura, it is much more dangerous at high percents. Additionally, its high damage output when fully charged allows it to [[Priority|out-prioritize]] most moves in the game. The charging hitbox is also infamous for being a [[true combo]] into Lucario's up smash, which is particularly dangerous at high percentages. [[Force Palm]] shoots a blast of Aura forward, with its range and power increasing with aura. If used at point-blank range, the move is treated as a grab, bypassing [[shield]]s, and has immense power with enough Aura. [[Extreme Speed]] is Lucario's [[recovery]] move, and is able to cover extremely long distances if Lucario has taken much damage, making it virtually impossible to [[gimp]]. It can also launch opponents that get hit head-on. Finally, [[Double Team]] is Lucario's [[counterattack]]. It is the strongest counter in the game with enough aura while possessing impressive [[range]], but it is also the slowest, since any opponent that is not in [[Freeze frame|hitlag]] will most likely avoid it.
Lastly, Lucario has a very useful special moveset. [[Aura Sphere]] is a strong [[projectile]] very similar to [[Charge Shot]], but since its size and power are affected by Aura, it is much more dangerous at high percents. Additionally, its high damage output when fully charged allows it to [[Priority|out-prioritize]] most moves in the game. The charging hitbox is also infamous for being a [[true combo]] into Lucario's up smash, which is particularly dangerous at high percentages. [[Force Palm]] shoots a blast of Aura forward, with its range and power increasing with aura. If used at point-blank range, the move is treated as a grab, bypassing [[shield]]s, and has immense power with enough Aura. [[Extreme Speed]] is Lucario's [[recovery]] move, and is able to cover extremely long distances if Lucario has taken much damage, making it virtually impossible to [[gimp]]. It can also launch opponents that get hit head-on. Finally, [[Double Team]] is Lucario's [[counterattack]]. It is the strongest counter in the game with enough aura while possessing impressive [[range]], but it is also the slowest, since any opponent that is not in [[Freeze frame|hitlag]] will most likely avoid it.


However, Lucario has its slew of significant flaws. Despite its good endurance, Lucario is vulnerable to combos. Extreme Speed also has numerous flaws. The move has high ending lag and, unless Lucario grabs the edge or lands before it concludes, very high landing lag. With low Aura, the move is also very slow and does not grant much distance, while at high Aura, it is possible to overshoot the stage if Lucario is not careful. In addition, it is difficult to hit with, since Lucario can only damage the opponent head-on, without having very high power to compensate. Its combo game is also heavily reliant on throws, as most other combo moves have either very limited follow-up options or awkwardly positioned hitboxes.
However, Lucario has a slew of significant flaws. Despite its good endurance, Lucario is vulnerable to combos. Extreme Speed also has numerous flaws. The move has high ending lag and, unless Lucario grabs the edge or lands before it concludes, very high landing lag. With low Aura, the move is also very slow and does not grant much distance, while at high Aura, it is possible to overshoot the stage if Lucario is not careful. In addition, it is difficult to hit with, since Lucario can only damage the opponent head-on, without having very high power to compensate. Its combo game is also heavily reliant on throws, as most other combo moves have either very limited follow-up options or awkwardly positioned hitboxes.


Its most serious flaws, however, is the polarized strength throughout its moveset, as well as the fluctuating aura mechanic itself. Its fastest moves are the weakest, and its strongest moves are the slowest, making the latter very [[punish]]able if not spaced well. Lucario's Aura can sometimes work against it, as attacks with high knockback scaling are bound to finish Lucario off before it has a chance to make use of its rage and/or Aura at the same time. With low Aura, its powerful moves are too weak to KO, and with high Aura, its combo-oriented moves are too strong to be chained together. This makes it imperative to keep in mind how Lucario's attacks function depending on how much damage it has received, as it cannot afford to make mistakes at high percentages. It also often restricts Lucario to using a bait and punish playstyle, as it cannot perform rushdowns without getting punished most of the time. This gives Lucario some kind of disadvantage against heavyweight characters, as one strong move is usually all it takes to end Lucario, preventing it from utilizing Aura effectively after it gets KO'd.
Its most serious flaws, however, is the polarized strength throughout its moveset, as well as the fluctuating Aura mechanic itself. Its fastest moves are the weakest, and its strongest moves are the slowest, making the latter very [[punish]]able if not spaced well. Lucario's Aura can sometimes work against it, as attacks with high knockback scaling are bound to finish Lucario off before it has a chance to make use of its rage and/or Aura at the same time. With low Aura, its powerful moves are too weak to KO, and with high Aura, its combo-oriented moves are too strong to be chained together. This makes it imperative to keep in mind how Lucario's attacks function depending on how much damage it has received, as it cannot afford to make mistakes at high percentages. It also often restricts Lucario to using a bait and punish playstyle, as it cannot perform rushdowns without getting punished most of the time. This gives Lucario some kind of disadvantage against heavyweight characters, as one strong move is usually all it takes to end Lucario, preventing it from utilizing Aura effectively after it gets KO'd.


Lucario's [[Character customization|custom moves]] can give it notable benefits. Snaring Aura Sphere has a [[wind]] effect that [[Wind#Pulling attacks|pulls]] opponents in and moves slower, essentially re-purposing the move from a spacing and [[camping]] tool to a stage control and edge-guarding tool. Piercing Aura Sphere moves much faster, hits at a lower angle and goes straight through opponents, making it even better at spacing and camping, but at the cost of its immense power. Long-Distance Force Palm has less power, but as its name implies, it has more range, allowing Lucario to strike distant opponents more easily. The grab is also stronger and a [[semi-spike]], making it lethal in any situation. Ride the Wind gives the full distance at any percentage, as well as greatly improved maneuverability. Lastly, Glancing Counter is considerably weaker, but always allows Lucario to attack even if it is not hit.
Lucario's [[Character customization|custom moves]] can give it notable benefits. Snaring Aura Sphere has a [[wind]] effect that [[Wind#Pulling attacks|pulls]] opponents in and moves slower, essentially re-purposing the move from a spacing and [[camping]] tool to a stage control and edge-guarding tool. Piercing Aura Sphere moves much faster, hits at a lower angle and goes straight through opponents, making it even better at spacing and camping, but at the cost of its immense power. Long-Distance Force Palm has less power, but as its name implies, it has more range, allowing Lucario to strike distant opponents more easily. The grab is also stronger and a [[semi-spike]], making it lethal in any situation. Ride the Wind gives the full distance at any percentage, as well as greatly improved maneuverability. Lastly, Glancing Counter is considerably weaker, but always allows Lucario to attack even if it is not hit.
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==Changes from ''Brawl''==
==Changes from ''Brawl''==
Lucario has received a mix of buffs and nerfs in the transition from ''Brawl'' to ''SSB4'', but was overall nerfed. Lucario's combo game has been nerfed on some attacks, such as [[Force Palm]] and its neutral, forward and down aerials. Lucario's smash attacks are also slower, have less utility, and are harder to land. Lucario's falling speed and gravity have increased, making it more susceptible to combos. While Aura cap has been increased and thus makes it easier to KO at max Aura, Lucario's attacks depend on Aura much more so than in ''Brawl''. As a result, they deal less damage and knockback at low Aura. But at high Aura, its moves tend to have too much damage and knockback to reliably combo opponents.
Lucario has received a mix of buffs and nerfs in the transition from ''Brawl'' to ''SSB4''. The modifications to [[Aura]] both help and hinder Lucario, and make it much more of a "high-risk, high-reward" character. A number of its attacks have improved combo potentials with minimum to low Aura, but at the cost of their spacing potentials. Conversely, Lucario's strongest attacks KO reliably even with average Aura, but its combo potential largely wanes beginning at average percentages.


However, Lucario has received some buffs. Its overall mobility has been improved and the influence of [[Aura]] has been increased, giving it a better recovery and increased range on some of its attacks, as well as significantly increasing its power when it has taken damage. As a result of its dependency of high Aura to secure KOs, Lucario has become much more of a "high risk, high reward" character than in ''Brawl''. Lucario has a relatively small playerbase with above average low-level results, but sparse high-level results.
Like Aura, Lucario itself has been buffed and nerfed both directly and indirectly. Thanks to the changes to [[hitstun]] canceling, up and down throws are reliable combo starters with minimum to low Aura. By extension, up and down tilts also have decent combo potential with minimum to low Aura. However, [[Force Palm]], neutral attack, and down aerial have noticeably worsened combo potentials. [[Extreme Speed]] is safer against edgeguarding thanks to receiving a hitbox, and its distance scales with Aura. However, it is still susceptible to punishment, either by overshooting it while at high to maximum Aura, or by failing to mitigate its noticeably higher ending lag via landing on solid ground. Lastly, Lucario's smash attacks have slightly longer ranges, but are noticeably laggier.
 
Lucario also received a number of useful buffs. Its KO potential has improved, both directly and indirectly: up and back aerials are more reliable KOing options, thanks to higher damage outputs and base knockback, while the [[rage]] mechanic supplements them and its other KOing options. Outside of this, Lucario's entire moveset is now affected by Aura; its mobility has been largely improved; and [[Double Team]] is stronger.
 
However, Lucario is still burdened in certain ways. Its mobility is merely average at best in spite of its improvements, and it is still susceptible to combos. Similarly, Extreme Speed covers only an average amount of distance with minimum low Aura. Lastly, Aura Sphere is only useful for spacing and KOing with at least average Aura. Overall, Lucario has achieved respectable results in spite of its relatively small playerbase.


===Aesthetics===
===Aesthetics===
*{{change|Lucario's design has changed. Its forepaws, pupils, spikes, and the concha of its ears are slightly smaller. Additionally, the hook-shaped tip of its tail is significantly more pronounced, and the fur around its neck is no longer ruffled upward. Lastly, the aesthetic used in ''SSB4'' has resulted in Lucario having a sleeker design, and the blue portion of its fur being more vibrant. Altogether, these changes make Lucario appear virtually identical to its appearance in ''{{s|bulbapedia|Pokédex 3D Pro}}''.}}
*{{change|Lucario's design has changed. Its forepaws, pupils, spikes, and the concha of its ears are slightly smaller. Additionally, the hook-shaped tip of its tail is significantly more pronounced, and the fur around its neck is no longer ruffled upward. Lastly, the aesthetic used in ''SSB4'' has resulted in Lucario having a sleeker design, and the blue portion of its fur being more vibrant. Altogether, these changes make Lucario appear virtually identical to its appearance in ''{{s|bulbapedia|Pokédex 3D Pro}}''.}}
*{{change|Lucario is slightly more expressive.}}
*{{change|Lucario is slightly more expressive.}}
*{{change|Up taunt has updated [[Aura]] visual effects.}}
*{{change|Up taunt has updated visual effects. Lucario now surrounds itself with a flame-like field of [[Aura]], instead of emitting small wisps of Aura from its body.}}
*{{change|Side taunt has updated visual effects. Lucario now emits a slightly larger blast of Aura.}}


===Attributes===
===Attributes===
*{{buff|Aura's effects are much stronger overall. Additionally, all of Lucario's attacks are now affected by Aura, regardless of whether they are actually Aura-based or not. Lastly, Aura stacks with the [[rage]] mechanic, significantly improving its KO potential at high percentages.}}
*{{change|Aura has updated multipliers (0.7× → 0.66× (lowest), 1.4× → 1.7× (highest)) and percentage windows (0%-20% (minimum Aura)/21%-74% (low Aura) → 0%-69% (minimum to low Aura), 75%-169% → 70%-189% (average to high Aura), 170%+ → 190%+ (maximum Aura)). These changes improve its combo potential with minimum to low Aura, and improve its KO potential with average to maximum Aura. However, they hinder its KO and spacing potential with minimum to low Aura, and hinder its combo potential with average to maximum Aura.}}
*{{buff|Lucario's entire moveset is now affected by Aura.}}
*{{change|Lucario is [[weight|lighter]] (100 → 99), going from a heavyweight to a middleweight.}}
*{{change|Lucario is [[weight|lighter]] (100 → 99), going from a heavyweight to a middleweight.}}
*{{buff|Lucario [[walk]]s faster (1.0 → 1.05).}}
*{{buff|Lucario [[walk]]s faster (1.0 → 1.05).}}
*{{buff|Lucario [[dash]]es faster (1.414 → 1.55).}}
*{{buff|Lucario [[dash]]es faster (1.414 → 1.55).}}
*{{buff|Lucario's [[air speed]] is faster (0.987 → 1.09).}}
*{{buff|Lucario's [[air speed]] is faster (0.987 → 1.09).}}
*{{nerf|Lucario [[falling speed|falls]] faster (1.2 → 1.68), making it more susceptible to combos.}}
*{{change|Lucario [[falling speed|falls]] faster (1.2 → 1.68). This improves its vertical endurance, but makes it more susceptible to combos.}}
*{{nerf|Lucario's [[gravity]] is higher (0.0625 → 0.084), hindering its overall endurance and making it more susceptible to combos.}}
*{{change|Lucario's [[gravity]] is higher (0.0625 → 0.084). This improves its aerial mobility, but hinders its horizontal endurance.}}


===Ground attacks===
===Ground attacks===
*{{nerf|All ground attacks deal slightly less damage, depending on the strength of Aura.}}
*{{nerf|Neutral attack deals 1% less damage (10% → 9%).}}
*{{nerf|Lucario has a new dash attack, a flying kick. Compared to the previous dash attack, it has a shorter duration (11 frames → 9) and more ending lag (frame 35 → 42).}}
*{{nerf|Forward tilt's first hit deals 1% less damage (5% → 4%) and its second hit no longer deals consistent damage (6% (body)/8% (arm) → 6%).}}
*{{buff|Dash attack has more knockback growth (50 → 75) and more range compared to the previous dash attack.}}
*{{buff|Up tilt no longer deals consistent damage (6% → 6%/5%), although its knockback was compensated (33/38/43 (base)/130 (growth) → 45/45/50/110). These changes significantly improve its combo potential with minimum to low Aura at low to medium percentages, and its juggling potential with average to high Aura at high percentages.}}
*{{buff|Up tilt has increased knockback (33/38/43 (base)/130 (growth) → 45/45/50/110), improving its combo and juggling potentials at low percentages.}}
*{{buff|Down tilt deals 2% less damage (7% → 5%), improving its combo potential with minimum to low Aura at low to medium percentages.}}
*{{nerf|All smash attacks have increased start-up (frame 21 → 22 (forward), frame 12/17 → 15/19 (up), frame 17 → 19 (down)) and ending lag (43 frames → 55 (forward), 56 frames → 64 (up), 48 frames → 55 (down)).}}
*{{nerf|Lucario has a new dash attack, a flying kick. Compared to the previous dash attack, it deals less damage (10% (clean)/7% (late) → 8%/6%), and has a shorter duration (11 frames → 9) and more ending lag (frame 35 → 42).}}
*{{buff|All smash attacks are stronger and have slightly increased ranges.}}
*{{buff|Dash attack has more knockback growth (50 → 75) and more range compared to the previous dash attack, making it more effective for spacing in spite of its lower damage output. Unlike the previous dash attack, it is affected by Aura.}}
*{{nerf|Forward smash has lost its lingering hitbox and can no longer hit behind Lucario.}}
*{{nerf|All smash attacks have increased start-up (frame 21 → 22 (forward), frame 12/17 → 15/19 (up), frame 17 → 19 (down)) and ending lag (frame 43 → 55 (forward), frame 56 → 64 (up), frame 48 → 55 (down)).}}
*{{buff|Up smash deals more damage (13% (clean)/9% (late) 18% (sweetspot)/16% (sourspot)/13% (late)). It also consists of two hits instead of one, allowing it to KO grounded opponents more reliably.}}
*{{buff|All smash attacks have slightly increased ranges.}}
*{{change|All smash attacks' animations have slightly changed. Instead of making a full movement, Lucario stays in place and/or continuously trembles like all other characters do.}}
*{{nerf|Sourspotted forward smash deals 1% less damage (14% → 13%). Forward smash has also lost its lingering hitbox, and can no longer hit behind Lucario.}}
*{{change|Clean up smash no longer deals consistent damage (13% → 14%/12%).}}
*{{buff|Up smash has received a hitbox that deals 4% and launches grounded opponents at 100°, significantly improving its reliability.}}
*{{change|All smash attacks' animations have slightly changed. Lucario now stays in place and/or continuously trembles like the rest of the cast, instead of making a full movement.}}


===Aerial attacks===
===Aerial attacks===
*{{nerf|Neutral aerial deals 4% less damage (18% → 14%), has decreased range, has more start up (frame 6 → 8), and lost most of its lingering hitbox.}}
*{{change|Neutral aerial deals less damage (11% (clean)/7% (late) 8%/6%). This improves its combo potential with minimum to low Aura at low percentages, but hinders its spacing potential.}}
*{{nerf|Neutral aerial has decreased range and increased start-up lag (frame 6 → 8). Late neutral aerial also has a shorter duration.}}
*{{buff|Neutral aerial has decreased ending lag (frame 69 → 43).}}
*{{buff|Neutral aerial has decreased ending lag (frame 69 → 43).}}
*{{buff|Forward aerial deals 1% more damage (5% → 6%).}}
*{{change|Forward aerial deals 1% more damage (5% → 6%), although its knockback was somewhat compensated. It also has an altered angle (50° → 64°). Altogether, these changes improve its combo potential with minimum to low Aura at low percentages, but hinder its spacing potential.}}
*{{change|Forward aerial has increased base knockback, decreased knockback growth (100 → 70), and has an altered angle (50° → 64°).}}
*{{buff|Back aerial deals 3% more damage (12% → 15%) and has increased base knockback (12 → 30), significantly improving its KO potential.}}
*{{buff|Sweetspotted back aerial deals 3% more damage (12% → 15%) and increase base knockback (12 → 30).}}
*{{nerf|Back aerial has increased start-up lag and its lingering hitbox has been removed.}}
*{{nerf|Back aerial has one more frame of start up and its lingering hitbox was removed.}}
*{{buff|Clean up aerial deals 1% more damage (10% → 11%) and has increased base knockback (15 → 30), improving its KO potential.}}
*{{buff|Up aerial deals 1% more damage (10% → 11%) and has more base knockback (15 → 30).}}
*{{nerf|Late up aerial deals 4% less damage (10% → 6%).}}
*{{nerf|Up aerial's strong hit only lasts two frames, and it deals less damage later on (10% → 6%). The hitbox duration is also shorter.}}
*{{nerf|Clean up aerial has a shorter duration.}}
*{{nerf|Down aerial deals 5% less damage (16% → 11%) and has increased ending lag (frame 29 → 31).}}
*{{nerf|Down aerial deals less damage (8% (both) 5% (hit 1)/6% (hit 2)) and has increased ending lag (frame 29 → 31).}}


===Throws/other attacks===
===Throws/other attacks===
*{{buff|All grabs have increased ranges, going from being the fourth shortest ranged non-tether grabs in ''Brawl'' to the seventh longest ranged.}}
*{{buff|All grabs have increased ranges.}}
*{{buff|Grab has decreased ending lag.}}
*{{buff|Grab has decreased ending lag.}}
*{{buff|Pummel is significantly faster, now being the fastest in the game. When coupled with its damage output scaling with Aura, it is arguably the best pummel in the game.}}
*{{buff|Pummel is significantly faster, now being the fastest in the game. When coupled with the changes to Aura, this significantly improves its damage racking potential.}}
*{{nerf|Forward throw deals 2% less damage (10% → 8%).}}
*{{nerf|Forward throw deals 2% less damage (10% → 8%), hindering its spacing potential.}}
*{{buff|Up throw deals 5% more damage (6% → 11%). When coupled with the changes to Arua and [[hitstun]] canceling, this improves its combo potential from low to medium percentages.}}
*{{buff|Back throw is now affected by Aura. This improves its spacing potential with average Aura, and grants it KO potential with high to maximum Aura.}}
*{{buff|Down throw deals 3% less damage (10% → 7%). When coupled with the changes to Aura and hitstun canceling, these changes improve its combo potential with low Aura at low to medium percentages.}}
*{{buff|Up throw deals 5% more damage (6% → 11%). When coupled with the changes to Aura and [[hitstun]] canceling, this improves its combo potential with minimum to low Aura at low to high percentages.}}
*{{buff|Down throw deals 3% less damage (10% → 7%). When coupled with the changes to Aura and hitstun canceling, this improves its combo potential with minimum to low Aura at low to medium percentages.}}
*{{buff|All floor attacks are now affected by Aura.}}
*{{change|Edge attack now deals consistent damage (8% (Aura)/6% (body) → 7%).}}


===Special moves===
===Special moves===
*{{nerf|Low to high Aura fully charged [[Aura Sphere]] deal less damage (13.125% (lowest Aura)/≈18.75% (low to high Aura) → 11.385%/17.25%).}}
*{{nerf|Minimum to high Aura fully charged [[Aura Sphere]] deal less damage (13.125% (minimum Aura)/≈18.75% (low to high Aura) → 11.385%/17.25%), hindering their KO potentials.}}
*{{buff|Max Aura fully charged Aura Sphere deals 3.075% more damage (26.25% → 29.325%).}}
*{{buff|Maximum Aura fully charged Aura Sphere deals 3.075% more damage (26.25% → 29.325%), significantly improving its KO potential.}}
*{{buff|Aura Sphere's has increased knockback, improving its KO potential. Its size also scales with Aura, with a max Aura fully charged Aura Sphere now being even larger than Lucario itself.}}
*{{buff|Aura Sphere has increased knockback. Its size also scales with Aura, with a maximum Aura fully charged Aura Sphere now being even larger than Lucario itself.}}
*{{buff|Reverse Aura Sphere now slightly pushes Lucario backward, improving its mindgame potential.}}
*{{buff|[[Aura Sphere#Reverse Aura Sphere|Reverse Aura Sphere]] now slightly pushes Lucario backward, improving its [[mindgame]] potential.}}
*{{buff|[[Force Palm]]'s blast is faster, larger and has increased knockback, improving its KO potential. Its size also scales with Aura, with a max Aura Force Palm blast covering almost half of {{SSB4|Final Destination}}.}}
*{{change|Aura Sphere has updated visual effects. Its outline is thicker and makes it appear slightly jagged, instead of smooth.}}
*{{nerf|Force Palm's increased knockback hinders its follow-up potential, such as utilizing multiple Force Palms in succession. The grabbing portion of Force Palm can also be escaped from at low Aura.}}
*{{buff|[[Force Palm]]'s near blast deals 1.88% more damage (10% → 11.88%).}}
*{{change|Force Palm's animation has changed. Lucario now leans in further with its body facing more at a more sideways angle, with its following arm placed high and behind itself and performing a stomping gesture while firing the blast. Its blast also appears flame-like, rather than like a mass of energy.}}
*{{nerf|Force Palm's mid and far blast deal less damage (9% (mid)/8% (far) → 7.56% (both)).}}
*{{buff|[[Extreme Speed]] has received a hitbox at the end of its animation, which grants it KO potential at high Aura and high percents. Its distance also scales with Aura, with a high Aura Extreme Speed having range comparable to ''Brawl''{{'}}s at low Aura.}}
*{{buff|Force Palm's blast is faster and larger. Its size also scales with Aura, significantly improving its spacing potential with average to maximum Aura.}}
*{{nerf|Extreme Speed has increased ending lag, which lasts for 2 seconds if it ends in the air, making it much more susceptible to punishment. However, this can be avoided by ending the move on the ground or making Lucario hit the stage face-first.}}
*{{change|Force Palm has has increased knockback. This improves its blast's spacing potential, but significantly hinders its grab's combo potential.}}
*{{nerf|Minimum Aura Force Palm's grab can now be escaped from.}}
*{{change|Force Palm's animation has changed. Lucario now leans in further with its body facing more at a more sideways angle, places its following arm high and behind itself, and performs a stomp with its leading foot while firing the blast.}}
*{{change|Force Palm has updated visual and sound effects. Its blast now appears flame-like, and its sound effect's pitch scales with Aura.}}
*{{buff|[[Extreme Speed]] has received a hitbox at the end of its animation that deals 3% and launches at 38°, improving its safety. Its distance also scales with Aura, significantly improving its recovery potential with average to maximum Aura.}}
*{{nerf|Extreme Speed has increased ending lag. However, this can be avoided by ending it on the ground, or by making Lucario hit the stage head first.}}
*{{change|Extreme Speed has updated visual effects. Lucario now emits streams of Aura from its forepaws.}}
*{{bugfix|[[Grab release glitch]] has been fixed.}}
*{{bugfix|[[Grab release glitch]] has been fixed.}}
*{{buff|The removal of the grab release glitch allows Lucario to re-use Extreme Speed if it has been grabbed in midair.}}
*{{buff|The removal of the grab release glitch allows Lucario to re-use Extreme Speed if it has been grabbed in midair.}}
*{{buff|[[Double Team]]'s power and range have increased.}}
*{{buff|[[Double Team]] has increased power and range.}}
*{{change|Lucario has a new [[Final Smash]], [[Mega Lucario]]. Lucario undergoes {{s|bulbapedia|Mega Evolution}} to become Mega Lucario, which increases its Aura multiplier to 1.8× regardless of its damage prior to Mega Evolving and grants it [[Armor|resistance to both flinching and launching]] throughout its duration. Unlike [[Aura Storm]], Mega Lucario enables Lucario to move around freely, instead of forcing it to be stationary at the top of the screen. However, Mega Lucario's duration is not fixed like Aura Storm's, as Mega Lucario will end earlier if Lucario takes damage while Mega Evolved.}}
*{{change|Lucario has a new [[Final Smash]], [[Mega Lucario]]. Lucario undergoes {{s|bulbapedia|Mega Evolution}} to become Mega Lucario. Unlike [[Aura Storm]], Mega Lucario is a transformation-based Final Smash that can move freely across the stage. Mega Lucario has an Aura multiplier of 1.8×, regardless of Lucario's damage prior to Mega Evolving, and has both super [[armor]] and [[flinch]] resistance throughout its duration. However, its duration will shorten upon receiving damage.}}


==Update history==
==Update history==
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==Moveset==
==Moveset==
*Lucario's moveset is affected by [[Aura]]. The following moveset list details the properties of its attacks when its Aura is at its lowest (0%), average (70%) and highest levels (190%).
*Lucario's moveset is affected by [[Aura]]. The following moveset list details the properties of its attacks when its Aura is at its lowest (0%), average (70%), and highest levels (190%).
*Lucario is able to [[Crawling|crawl]], [[wall cling]] and [[wall jump]].
*Lucario is able to [[Crawling|crawl]], [[wall cling]], and [[wall jump]].
{{MovesetTable
{{MovesetTable
|game=SSB4
|game=SSB4
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|utiltname= 
|utiltname= 
|utiltdmg={{AuraDamageSSB4|6}} (foot), {{AuraDamageSSB4|5}} (leg)
|utiltdmg={{AuraDamageSSB4|6}} (foot), {{AuraDamageSSB4|5}} (leg)
|utiltdesc=An outside crescent kick. Can reliably combo into itself when Lucario is at low Aura and is a reliable juggling option at medium Aura.
|utiltdesc=An outside crescent kick. Can reliably combo into itself when Lucario has low Aura, and is a reliable juggling option with average Aura.
|dtiltname= 
|dtiltname= 
|dtiltdmg={{AuraDamageSSB4|5}}
|dtiltdmg={{AuraDamageSSB4|5}}
|dtiltdesc=A kneeling Hapkido-style shin kick. It can be followed up with a dash attack or a dash grab at low Aura.
|dtiltdesc=A kneeling Hapkido-style shin kick. It can be followed up with a dash attack or a dash grab with low Aura.
|dashname= 
|dashname= 
|dashdmg={{AuraDamageSSB4|8}} (clean), {{AuraDamageSSB4|6}} (late)
|dashdmg={{AuraDamageSSB4|8}} (clean), {{AuraDamageSSB4|6}} (late)
|dashdesc=A flying kick. A decent follow-up from a down tilt at low Aura or a back throw at medium Aura.
|dashdesc=A flying kick. A decent follow-up from a down tilt with low Aura, or a back throw with average Aura.
|fsmashname= 
|fsmashname= 
|fsmashdmg={{AuraDamageSSB4|16|c}} (clean), {{AuraDamageSSB4|13|c}} (late)
|fsmashdmg={{AuraDamageSSB4|16|c}} (clean), {{AuraDamageSSB4|13|c}} (late)
|fsmashdesc=A double palm thrust that emits small blasts of Aura. When Lucario is at full power and has high Aura, it is the strongest and the most damaging forward smash in the game, dealing 38% when fully charged and sweetspotted. It is a [[one-hit KO]] when at max Aura and performed near the edge or center-stage.
|fsmashdesc=A double palm thrust that emits small blasts of Aura. When Lucario is at full power and has high Aura, it is the strongest and the most damaging forward smash in the game, dealing 38% when fully charged and sweetspotted. It is a [[one-hit KO]] with max Aura and performed near the edge or center-stage.
|usmashname= 
|usmashname= 
|usmashdmg={{AuraDamageSSB4|4|c}} (hit 1), {{AuraDamageSSB4|14|c}} (clean sweetspot hit 2), {{AuraDamageSSB4|12|c}} (clean sourspot hit 2), {{AuraDamageSSB4|9|c}} (late hit 2)
|usmashdmg={{AuraDamageSSB4|4|c}} (hit 1), {{AuraDamageSSB4|14|c}} (clean sweetspot hit 2), {{AuraDamageSSB4|12|c}} (clean sourspot hit 2), {{AuraDamageSSB4|9|c}} (late hit 2)
|usmashdesc=A modified version of the long choui, an uppercut-styled punch in Shaolin Kung Fu. Hits twice even though Lucario only uses one paw. When it is fully charged, sweetspotted, both of its hits connect, and Lucario is at max Aura, it is one of the strongest up smashes in the game and the most damaging smash attack in the game, dealing 42%.
|usmashdesc=A modified version of the long choui, an uppercut-styled punch in Shaolin Kung Fu. Hits twice even though Lucario only uses one paw. When it is fully charged, sweetspotted, both of its hits connect, and Lucario has max Aura, it is one of the strongest up smashes in the game and the most damaging smash attack in the game, dealing 42%.
|dsmashname= 
|dsmashname= 
|dsmashdmg={{AuraDamageSSB4|14|c}}
|dsmashdmg={{AuraDamageSSB4|14|c}}
|dsmashdesc=A modified version of the kap theai choui. Hits on both of its sides and is one of the strongest down smashes in the game when Lucario is at max Aura.
|dsmashdesc=A modified version of the kap theai choui. Hits on both of its sides and is one of the strongest down smashes in the game when Lucario has max Aura.
|nairname= 
|nairname= 
|nairdmg={{AuraDamageSSB4|8}} (hit 1), {{AuraDamageSSB4|6}} (hit 2)
|nairdmg={{AuraDamageSSB4|8}} (hit 1), {{AuraDamageSSB4|6}} (hit 2)
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|fairname= 
|fairname= 
|fairdmg={{AuraDamageSSB4|6}}
|fairdmg={{AuraDamageSSB4|6}}
|fairdesc=A stretch kick. Can be used as a follow-up twice after its down throw beginning at 0% and up to low percents.
|fairdesc=A stretch kick. Can be used as a follow-up twice after its down throw beginning at 0% and up to low percentages.
|bairname= 
|bairname= 
|bairdmg={{AuraDamageSSB4|15}}
|bairdmg={{AuraDamageSSB4|15}}
|bairdesc=The sou choui, a sweeping punch in Shaolin Kung Fu. It is the strongest back aerial in the game thanks to its high knockback and one of the strongest aerials in the game when Lucario is at max Aura, KOing opponents under 50%. However, it has rather long start-up.
|bairdesc=The sou choui, a sweeping punch in Shaolin Kung Fu. It is the strongest back aerial in the game thanks to its high knockback and one of the strongest aerials in the game when Lucario has max Aura, KOing opponents under 50%. However, it has rather long start-up.
|uairname= 
|uairname= 
|uairdmg={{AuraDamageSSB4|11}} (clean), {{AuraDamageSSB4|6}} (late)
|uairdmg={{AuraDamageSSB4|11}} (clean), {{AuraDamageSSB4|6}} (late)
|uairdesc=Leans back and performs a front kick upward. One of the strongest up aerials in the game, KOing opponents beginning at 70% when Lucario is at max Aura.
|uairdesc=Leans back and performs a front kick upward. One of the strongest up aerials in the game, KOing opponents beginning at 70% when Lucario has max Aura.
|dairname= 
|dairname= 
|dairdmg={{AuraDamageSSB4|5}} (hit 1), {{AuraDamageSSB4|6}} (hit 2)
|dairdmg={{AuraDamageSSB4|5}} (hit 1), {{AuraDamageSSB4|6}} (hit 2)
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|bthrowname= 
|bthrowname= 
|bthrowdmg={{AuraDamageSSB4|10}}
|bthrowdmg={{AuraDamageSSB4|10}}
|bthrowdesc=The {{s|wikipedia|tai otoshi}}, a {{s|wikipedia|Judo}} throw. The most damaging back throw in the game and a viable KOing option when Lucario is at max Aura.
|bthrowdesc=The {{s|wikipedia|tai otoshi}}, a {{s|wikipedia|Judo}} throw. The most damaging back throw in the game and a viable KOing option when Lucario has max Aura.
|uthrowname= 
|uthrowname= 
|uthrowdmg={{AuraDamageSSB4|5}} (hit 1), {{AuraDamageSSB4|6}} (throw)
|uthrowdmg={{AuraDamageSSB4|5}} (hit 1), {{AuraDamageSSB4|6}} (throw)
|uthrowdesc=The pao choui, an uppercut-styled punch in Shaolin Kung Fu. Launches the opponent upward and at low Aura, it can act as a set-up for its up tilt, neutral aerial and up aerial. Other opponents next to Lucario are dealt high knockback. The most damaging throw in the game when Lucario is at max Aura, dealing 18% total.
|uthrowdesc=The pao choui, an uppercut-styled punch in Shaolin Kung Fu. Launches the opponent upward and with low Aura, it can act as a set-up for its up tilt, neutral aerial and up aerial. Other opponents next to Lucario are dealt high knockback. The most damaging throw in the game when Lucario has max Aura, dealing 18% total.
|dthrowname= 
|dthrowname= 
|dthrowdmg={{AuraDamageSSB4|7}}
|dthrowdmg={{AuraDamageSSB4|7}}
|dthrowdesc=Holds the opponent over its head and then slams them into the ground. Can lead into its neutral, up or forward aerials at low Aura and while opponents are at low to medium percents, although lightweights can avoid these combos.
|dthrowdesc=Holds the opponent over its head and then slams them into the ground. Can lead into its neutral, up or forward aerials with low Aura and while opponents are at low to medium percentages, although lightweights can avoid these combos.
|floorfname= 
|floorfname= 
|floorfdmg={{AuraDamageSSB4|7}}
|floorfdmg={{AuraDamageSSB4|7}}
|floorfdesc=Kicks around itself while standing back up.
|floorfdesc=Kicks around itself before getting up.
|floorbname= 
|floorbname= 
|floorbdmg={{AuraDamageSSB4|7}}
|floorbdmg={{AuraDamageSSB4|7}}
|floorbdesc=Kicks around itself while standing back up.
|floorbdesc=Kicks around itself before getting up.
|floortname= 
|floortname= 
|floortdmg={{AuraDamageSSB4|5}}
|floortdmg={{AuraDamageSSB4|5}}
|floortdesc=Kicks front-to-back while standing back up.
|floortdesc=Kicks behind itself and then in front of itself while getting up.
|edgename= 
|edgename= 
|edgedmg={{AuraDamageSSB4|7}}
|edgedmg={{AuraDamageSSB4|7}}
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|nsc1name=Snaring Aura Sphere
|nsc1name=Snaring Aura Sphere
|nsc1dmg={{AuraDamageSSB4|14.5}} (fully charged)
|nsc1dmg={{AuraDamageSSB4|14.5}} (fully charged)
|nsc1desc=A slower variation that has a [[wind|vacuum]] effect that pulls opponents toward the Aura Sphere itself. Has extra ending lag deals slightly less damage. Two uncharged Snaring Aura Spheres can exist on-screen at the same time.
|nsc1desc=A slower variation that has a [[wind|vacuum]] effect that pulls opponents toward the Aura Sphere itself. Has extra ending lag and deals slightly less damage. Two uncharged Snaring Aura Spheres can exist on-screen at the same time.
|nsc2name=Piercing Aura Sphere
|nsc2name=Piercing Aura Sphere
|nsc2dmg={{AuraDamageSSB4|6.75}} (fully charged)
|nsc2dmg={{AuraDamageSSB4|6.75}} (fully charged)
|nsc2desc=A faster variation that pierces opponents, but deals significantly less damage.
|nsc2desc=A faster variation that pierces opponents, but deals significantly less damage.
|ssdefname=Force Palm
|ssdefname=Force Palm
|ssdefdmg={{AuraDamageSSB4|11.875}} (projectile sweetspot), {{AuraDamageSSB4|7.5}} (projectile sourspot), {{AuraDamageSSB4|13}} (throw), 6% (escape)
|ssdefdmg={{AuraDamageSSB4|11.875}} (near blast), {{AuraDamageSSB4|7.5}} (mid/far blast), {{AuraDamageSSB4|13}} (throw), 6% (escape)
|ssdefdesc=Fires a stream of Aura. Its range scales with Aura. If the opponent is close to Lucario, the move acts like a grab, with Lucario grabbing the opponent and then [[bulbapedia:Force Palm|striking them with a palm thrust at point-blank range]].
|ssdefdesc=Fires a stream of Aura. Its blast's range scales with Aura. If the opponent is close to Lucario, the move acts like a grab, with Lucario grabbing the opponent and then [[bulbapedia:Force Palm|striking them with a palm thrust at point-blank range]].
|ssc1name=Advancing Force Palm
|ssc1name=Advancing Force Palm
|ssc1dmg={{AuraDamageSSB4|10}} (projectile sweetspot), {{AuraDamageSSB4|7}} (projectile sourspot), {{AuraDamageSSB4|10}} (throw), 6% (escape)
|ssc1dmg={{AuraDamageSSB4|10}} (near blast), {{AuraDamageSSB4|7}} (mid/far blast), {{AuraDamageSSB4|10}} (throw), 6% (escape)
|ssc1desc=Moves Lucario forward, but deals slightly less damage and has more start-up lag.
|ssc1desc=Moves Lucario forward, but deals slightly less damage and has more start-up lag.
|ssc2name=Long-Distance Force Palm
|ssc2name=Long-Distance Force Palm
|ssc2dmg={{AuraDamageSSB4|7.4}} (projectile sweetspot), ≈{{AuraDamageSSB4|4.23}} (projectile sourspot), {{AuraDamageSSB4|13}} (throw), 6% (escape)
|ssc2dmg={{AuraDamageSSB4|7.4}} (near blast), ≈{{AuraDamageSSB4|4.23}} (mid/far blast), {{AuraDamageSSB4|13}} (throw), 6% (escape)
|ssc2desc=Has more range, but deals less damage.
|ssc2desc=Has more range, but deals less damage.
|usdefname=Extreme Speed
|usdefname=Extreme Speed
|usdefdmg={{AuraDamageSSB4|6}}
|usdefdmg={{AuraDamageSSB4|6}}
|usdefdesc=[[bulbapedia:Extreme Speed|Propels itself in a predetermined direction]] by blasting steams of Aura from its paws. Has a hitbox at its end. Like Force Palm's blast range, Extreme Speed's range scales with Aura.
|usdefdesc=[[bulbapedia:Extreme Speed|Propels itself in a predetermined direction]] by blasting steams of Aura from its forepaws. Has a hitbox at the end of its animation. Like Force Palm's blast, Extreme Speed's range scales with Aura.
|usc1name=Ride the Wind
|usc1name=Ride the Wind
|usc1dmg=—
|usc1dmg=—
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|dsdefname=Double Team
|dsdefname=Double Team
|dsdefdmg={{AuraDamageSSB4|11}}
|dsdefdmg={{AuraDamageSSB4|11}}
|dsdefdesc=Performs a {{s|wikipedia|kata}}. If Lucario is attacked, it will disappear while [[bulbapedia:Double Team (move)|emitting afterimages]] and counterattack with a flying kick from behind the attacker.
|dsdefdesc=Performs a {{s|wikipedia|kata}}. If Lucario is attacked, it will disappear while [[bulbapedia:Double Team (move)|emitting afterimages]] and then counterattacks with a flying kick from behind the attacker.
|dsc1name=Glancing Counter
|dsc1name=Glancing Counter
|dsc1dmg={{AuraDamageSSB4|10}}
|dsc1dmg={{AuraDamageSSB4|10}}
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|dsc2name=Stunning Double Team
|dsc2name=Stunning Double Team
|dsc2dmg={{AuraDamageSSB4|1}} (hits 1-2), {{AuraDamageSSB4|1}}
|dsc2dmg={{AuraDamageSSB4|1}} (hits 1-2), {{AuraDamageSSB4|1}}
|dsc2desc=Functions similarly to Double Team, but with the added effect of being able to [[stun]] opponents. However, it deals significantly less damage.
|dsc2desc=The counterattack [[stun]]s the opponent, similarly to [[Disable]]. Like Disable, the stun's duration is longer the more damaged the opponent is, but it also deals minuscule damage due to not being a true counterattack.
|fsname=Mega Lucario
|fsname=Mega Lucario
|fsdmg=—
|fsdmg=—
|fsdesc=[[bulbapedia:Mega Evolution|Mega Evolves]] into Mega Lucario. Mega Lucario's Aura multiplier is increased to 1.8x regardless of how much damage it had prior to Mega Evolving, while it also gains [[Armor|resistance to both flinching and launching]] throughout its duration. However, its duration decreases if damage is taken during its transformation.
|fsdesc=[[bulbapedia:Mega Evolution|Mega Evolves]] into Mega Lucario. Mega Lucario has an Aura multiplier of 1.8×, regardless of Lucario's damage prior to Mega Evolving, and has both super [[armor]] and [[flinch]] resistance throughout its duration. However, its duration will shorten upon receiving damage.
}}
}}


===[[On-screen appearance]]===
===[[On-screen appearance]]===
{{appearance
{{appearance
|desc=Enters the stage while radiating a surging, flame-like field of Aura around itself and then slowly falls to the ground.
|desc=Hovers slightly above the stage, and then spreads its arms and legs slightly while briefly emitting a surging, flame-like field of Aura around itself before descending.
|char=Lucario
|char=Lucario
|game=SSB4}}
|game=SSB4}}
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{{Taunt/SSB4
{{Taunt/SSB4
|char=Lucario
|char=Lucario
|desc-up=Folds its arms and then extends them while growling and radiating a surging, flame-like field of Aura around itself.
|desc-up=Folds its arms and then extends them while growling and emitting a surging, flame-like field of Aura around itself.
|desc-side=Extends its right arm forward, growls, and emits a small blast of Aura from its paw.
|desc-side=Extends its right forepaw forward and growls before emitting a small blast of Aura from its forepaw.
|desc-down=Performs a {{s|wikipedia|kata}} that is very similar to the one performed during [[Double Team]].}}
|desc-down=Performs a {{s|wikipedia|kata}} that is very similar to the one performed during [[Double Team]].}}


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|victory-theme=PokemonUniverseTheme.ogg
|victory-theme=PokemonUniverseTheme.ogg
|victory-desc=An orchestral excerpt of the title theme from [[bulbapedia:Pokémon Red and Blue Versions|''Pokémon Red'', ''Blue'']] and [[bulbapedia:Pokémon Red and Green Versions|''Green Versions'']], which has since become the main theme of the ''Pokémon'' series.
|victory-desc=An orchestral excerpt of the title theme from [[bulbapedia:Pokémon Red and Blue Versions|''Pokémon Red'', ''Blue'']] and [[bulbapedia:Pokémon Red and Green Versions|''Green Versions'']], which has since become the main theme of the ''Pokémon'' series.
|desc-1=Moves its paws in front of itself and then clasps them together before saying "The Aura is with me!({{ja|弱い|Yowai}}
|desc-1=Moves its paws in front of itself and then clasps them together while saying "The Aura is with me!" ({{ja|弱い|Yowai}}
|desc-2=Extends both arms forward and next to each other while emitting small blasts of Aura from its paws, then assumes a {{s|wikipedia|Fujian White Crane}}-like stance while saying "Behold the power of Aura."({{ja|最大オーラ|Saidai ōra}}
|desc-2=Extends both arms forward and next to each other while emitting small blasts of Aura from its paws, then assumes a {{s|wikipedia|Fujian White Crane}}-like stance while saying "Behold the power of Aura." ({{ja|最大オーラ|Saidai ōra}}
|desc-3=Performs a kata where it leans forward while extending its left arm forward and keeps its right arm to its side, while a flame-like field of Aura briefly surges from its body.Behold, the power of Aura!({{ja|見て、オーラの力!|Mite, ōra no chikara!}}
|desc-3=Performs a kata where it leans forward while extending its left arm forward, keeping its right arm to its side, and performing a kiai while a flame-like field of Aura briefly surges from its body.
|char=Lucario}}
|char=Lucario}}


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*{{Sm|Astro|Canada}}
*{{Sm|Astro|Canada}}
*{{Sm|Day|USA}} - Considered the best Lucario player in North America. Took a set off {{Sm|ZeRo}} at [[Super Smash Con 2016]]. Placed 17th at said tournament.
*{{Sm|Day|USA}} - Considered the best Lucario player in North America. Took a set off {{Sm|ZeRo}} at [[Super Smash Con 2016]]. Placed 17th at said tournament.
*{{Sm|QD|USA}} - One of the best lucarios in the midwest. Noteable for exploring platform shield drops in conjunction with b reversing and wavebouncing to maximize lucario's movement potential.
*{{Sm|QD|USA}} - One of the best Lucario players in the Midwest. Expanded Lucario's metagame.
*{{Sm|JohnnstR|USA}} - Another one of the best lucarios in the midwest. Noteable for creating an excellent set of lucario instructional videos and achieving high results against Michigan's top players.
*{{Sm|JohnnstR|USA}} - One of the best Lucario players in the Midwest. Expanded Lucario's metagame and has achieved high results against Michigan's top players.
*{{Sm|Gomamugitya|Japan}} - One of the best Lucario players in Japan. Frequently teams with {{Sm|Taiheita}}, creating a powerful doubles team (with them notably winning [[Super Smash Con 2016]] over {{Sm|ZeRo}} and {{Sm|Nairo}}).
*{{Sm|Gomamugitya|Japan}} - One of the best Lucario players in Japan. Frequently teams with {{Sm|Taiheita}}, creating a powerful doubles team (with them notably winning [[Super Smash Con 2016]] over ZeRo and {{Sm|Nairo}}).
*{{Sm|Kamicario|USA}} - One of the best Lucario players in North America. Notably placed 13th at [[CEO 2015]] and 5th at [[Low Tier City 3]].
*{{Sm|Kamicario|USA}} - One of the best Lucario players in North America. Notably placed 13th at [[CEO 2015]] and 5th at [[Low Tier City 3]].
*{{Sm|Loota|Finland}} - One of the best Lucario players in Europe. Notably placed 3rd at [[Eclipse]].
*{{Sm|Loota|Finland}} - One of the best Lucario players in Europe. Notably placed 3rd at [[Eclipse]].
*{{Sm|Maverick|USA}} - Considered the best Lucario in the New England region. Notably placed 5th at [[GUMS 8]] and 17th at [[Shine 2016]] and has defeated {{Sm|Marss}} and {{Sm|Ned}}.
*{{Sm|Maverick|USA}} - Considered the best Lucario player in the New England region. Notably placed 5th at [[GUMS 8]] and 17th at [[Shine 2016]] and has defeated {{Sm|Marss}} and {{Sm|Ned}}.
*{{Sm|Motsunabe|Japan}} - One of the best Lucario players in Japan.
*{{Sm|Motsunabe|Japan}} - One of the best Lucario players in Japan.
*{{Sm|P2P with Gibus|USA}} - Considered the best Lucario in Texas. Notably placed 7th at [[Low Tier City 4]].
*{{Sm|P2P with Gibus|USA}} - Considered the best Lucario player in Texas. Notably placed 7th at [[Low Tier City 4]].
*{{Sm|Richi|Mexico}}-Has sets over players like {{Sm|Serge}}.
*{{Sm|Richi|Mexico}} - Has sets over players like {{Sm|Serge}}.
*{{Sm|Serge|Mexico}} - Considered the best Lucario player in Mexico.
*{{Sm|Serge|Mexico}} - Considered the best Lucario player in Mexico.
*{{Sm|Shiny|USA}}
*{{Sm|Shiny|USA}}
*{{Sm|Tsu-|Japan}} - Considered the best Lucario player in the world. He has taken sets off of players such as ZeRo, Abadango, Mr.R, VoiD, Salem, Tweek, KEN, and Kirihara.
*{{Sm|Tsu-|Japan}} - Considered the best Lucario player in the world. He has taken sets off of players such as ZeRo, Abadango, Mr.R, VoiD, Salem, Tweek, KEN, and Kirihara.
*{{Sm|XF0|Kuwait}} - Considered the best Lucario player in Kuwait and the Gulf in general. Took a set off of Mr. R at Nemesis 2017.
*{{Sm|XF0|Kuwait}} - Considered the best Lucario player in the Middle East. Took a set off of Mr. R at Nemesis 2017.


====Inactive====
====Inactive====
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However, Lucario's tier position was considered one of the most contentious of all characters, as some within the community (that grew steadily bigger around late 2015) began seeing Lucario as having one of the worst neutral games due to its laggy attacks and subpar movement speed, and viewed its recovery as blown out of proportion as its flaws were surprisingly easy to exploit, especially with its extreme landing from a helpless state lag post 1.0.4. they considered Lucario as a poor character who suffered from overspecializing with the aura gimmick, thus leaving it as little threat to a cautious player. As time went on, Lucario's tournament results grew barren, with fewer players maining it, thus causing more and more to look down on it.
However, Lucario's tier position was considered one of the most contentious of all characters, as some within the community (that grew steadily bigger around late 2015) began seeing Lucario as having one of the worst neutral games due to its laggy attacks and subpar movement speed, and viewed its recovery as blown out of proportion as its flaws were surprisingly easy to exploit, especially with its extreme landing from a helpless state lag post 1.0.4. they considered Lucario as a poor character who suffered from overspecializing with the aura gimmick, thus leaving it as little threat to a cautious player. As time went on, Lucario's tournament results grew barren, with fewer players maining it, thus causing more and more to look down on it.


However, Lucario's results then noticeable improved as time went on due to some new developments in its metagame, and has seen generally improved results, especially in Japan, leading it to be perceived more positively again in spite of very skilled competition. This allowed Lucario to rise to 19th on the third and current tier list. As such, Lucario is still seen as a viable pick in tournaments. Some players feel that this placement is too low, most notably after {{Sm|Tsu-}} surprisingly placed 2nd at [[Frostbite 2017]], while sending ZeRo to the losers bracket and having very close games with him on the tournament's grand finals. While some feel that Lucario's placement is too high due to its inconsistent results and "high risk, high reward" playstyle, the majority of players feel that Lucario's current placing is well deserved for the time being.
However, Lucario's results then noticeable improved as time went on due to some new developments in its metagame, and has seen generally improved results, especially in Japan, leading it to be perceived more positively again in spite of very skilled competition. This allowed Lucario to rise to 19th on the third and current tier list. As such, Lucario is still seen as a viable pick in tournaments. Some players feel that this placement is too low, most notably after {{Sm|Tsu-}} surprisingly placed 2nd at [[Frostbite 2017]], while sending ZeRo to the losers bracket and having very close games with him on the tournament's grand finals. While some feel that Lucario's placement is too high due to its inconsistent results and "high-risk, high-reward" playstyle, the majority of players feel that Lucario's current placing is well deserved for the time being.


==Trophies==
==Trophies==
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==Trivia==
==Trivia==
[[File:Lucario Error SSB4 Facebook.jpg|thumb|The Lucario error on the ''Super Smash Bros.'' official Facebook page.]]
[[File:Lucario Error SSB4 Facebook.jpg|thumb|The Lucario error on the ''Super Smash Bros.'' official Facebook page.]]
*On the ''Super Smash Bros.'' official Facebook page, Lucario was first listed as originating from ''Pokémon Diamond'' and ''Pearl'' on the Game Boy Advance, even though those games were actually released on the Nintendo DS. This was later fixed.<ref>[https://www.facebook.com/SmashBrosEN/photos/a.266600980180256.1073741830.224173137756374/357747314398955/?type=1&theater]</ref>
*On the ''Super Smash Bros.'' official Facebook page, Lucario was first listed as originating from ''Pokémon Diamond'' and ''Pearl Versions'' on the Game Boy Advance, even though those games were actually released on the Nintendo DS. This was later fixed.<ref>[https://www.facebook.com/SmashBrosEN/photos/a.266600980180256.1073741830.224173137756374/357747314398955/?type=1&theater]</ref>
*Lucario and {{SSB4|Dr. Mario}} are the only characters to lack a [[meteor smash]] of any kind, including [[unconventional meteor smash]]es.
*Lucario and {{SSB4|Dr. Mario}} are the only characters to lack a [[meteor smash]] of any kind, including [[unconventional meteor smash]]es.
*Lucario and {{SSB4|Mewtwo}} are the only Pokémon whose [[on-screen appearance]]s do not involve emerging from a [[Poké Ball]].
*Lucario and {{SSB4|Mewtwo}} are the only Pokémon whose [[on-screen appearance]]s do not involve emerging from a [[Poké Ball]].

Revision as of 20:32, November 10, 2017

This article is about Lucario's appearance in Super Smash Bros. 4. For the character in other contexts, see Lucario.
Lucario
in Super Smash Bros. 4
Lucario
PokemonSymbol.svg
Universe Pokémon
Other playable appearance in Brawl


Availability Starter
Final Smash Mega Lucario
Tier B (19)
LucarioHeadSSB4-U.png

Lucario (ルカリオ, Lucario) is a playable character in Super Smash Bros. 4. Its return to the series was announced on January 31st, 2014, six years to the day of the year that Super Smash Bros. Brawl was released in Japan. According to an extra post for its Miiverse reveal, this timing was done to commend the Brawl developers for succeeding in adding Lucario to Brawl.

Lucario is now voiced by Sean Schemmel in the English version, who replaces Bill Rogers from Brawl and voiced Sir Aaron's Lucario in Lucario and the Mystery of Mew. As in Brawl, Lucario is also voiced by different voice actors for SSB4's Spanish, French, German and Italian versions. However, Daisuke Namikawa reprises its role for the Japanese version.

Lucario is currently ranked 19th out of 58 on the tier list, placing it in the B tier. While this is a very small drop from its placement in Brawl, where it was ranked 11th out of 38, its placement renders it as a high-tier character in comparison to its mid-tier placement in Brawl. Lucario's signature Aura has been strengthened, which is further supplemented by the new rage mechanic. This makes most of its attacks among the strongest in the game when it is highly damaged, with its smash attacks, up and back throws, and its up and back aerials each being easily capable of KOing. The new Aura mechanics also grant new benefits to Lucario's special moves: with high Aura, Aura Sphere grows even larger than Lucario itself, Force Palm's blast possesses significantly more range, Extreme Speed covers much farther distance, and Double Team becomes one of the strongest counterattacks in the game. As a result, Lucario boasts very potent comeback potential, with a single opening being enough for it to KO careless opponents.

However, Lucario still maintains its below-average mobility, making it difficult for it to force an approach. Lucario's new Aura mechanics also cause its moves to deal drastically lower knockback and damage at low percentages, making it almost impossible to KO opponents until 150%. While this allows Lucario to combo reliably at low percentages, this makes it much harder for it to combo or create set-ups when it is highly damaged, due to the aforementioned strength of its attacks at high Aura and rage. As Lucario is also dependent on Aura to secure KOs, it has a riskier playstyle compared to many other characters. Some examples are its smash attacks, which have high lag, and Force Palm's grab, which can be escaped at low Aura. Finally, Extreme Speed now gains so much speed at max Aura that it can inadvertently cause a self-destruct if used recklessly, and the move has a full second of landing lag if it ends in the air, making Lucario heavily open for punishment.

Lucario has attained decent results in the competitive scene, though its representation is considered below-average. Despite having a number of upsets, such as at Frostbite 2017, where Japanese Lucario player Tsu- placed 2nd while defeating many top players like ZeRo, VoiD, Kameme and Salem, Lucario's true viability has been contested. While Serge and Day continue to develop its metagame, a number of players feel that Lucario's inherent playstyle makes it too risky to be a truly viable pick in the current metagame.

Attributes

Lucario's attributes are overall balanced. It is a middleweight with below-average walking speed, above-average falling speed and air speed, average gravity, air acceleration, and dashing speed, and the highest traction. It is also able to crawl, and one of the only five characters that can wall cling.

Lucario possesses a unique mechanic called Aura. Aesthetically, Aura appears as blue, concentrated energy and affects Lucario's entire moveset. Mechanically, Aura is a damage multiplier, starting at 0.66× when Lucario is at 0% and capping at 1.7× when Lucario has received at least 190%. The multipliers also get multiplied whenever Lucario has a stock lead or not, effectively increasing or decreasing Lucario's Aura. When Lucario is 2 stocks or more ahead, Aura is affected by a 0.6333× multiplier, when at 1 stock ahead it is affected by 0.8×, when at 1 stock behind it is affected by 1.3333×, and when at 2 stocks or more behind it is affected by 2×. This means that, even though most of Lucario's moves have high knockback scaling, their power is extremely low with low Aura, and insufficient to KO until well beyond 150%. However, with high Aura, Lucario's moves have incredible power, with many of them easily surpassing every other character's at maximum Aura, including Bowser and Ganondorf's. In addition, the rage mechanic further boosts the knockback of Lucario's attacks, which complements their already high power.

Aside from that, another big strength of Lucario is the good versatility throughout its moveset. Its aerial game has good uses: neutral and forward aerials are good combo moves, either for starting or continuing them. Down aerial is Lucario's fastest one, and has the interesting property of canceling Lucario's momentum, which can lead to mindgames or gimps. Up and back aerials are Lucario's strongest ones, and since they have immense power when Lucario is at high levels of Aura, they serve as very effective KO moves. Meanwhile, its grounded game also provides decent options, with its neutral attack, forward and down tilts serving as good anti-pressure options, up tilt serving as a decent combo starter, dash attack being a great option to punish laggy moves and Lucario's smash attacks having immense strength overall. Next, its grab game boasts impressive benefits. Since Lucario's pummel is the fastest in the game, it can deal large amounts of damage at high percentages. Its up throw has decent knockback, and can combo effectively at most percentages. It is also the most damaging and one of the strongest when Lucario's Aura is high, making up for its increased power. Down throw can serve as a combo starer as well, but only on light opponents and at low Aura. Its forward throw is the fastest throw in the game, as well as the strongest of its kind with high Aura, along with Bowser's. Finally, its back throw is a very powerful semi-spike, making it excellent for edgeguarding, tech-chasing and, with sufficiently high Aura, KOing.

Lastly, Lucario has a very useful special moveset. Aura Sphere is a strong projectile very similar to Charge Shot, but since its size and power are affected by Aura, it is much more dangerous at high percents. Additionally, its high damage output when fully charged allows it to out-prioritize most moves in the game. The charging hitbox is also infamous for being a true combo into Lucario's up smash, which is particularly dangerous at high percentages. Force Palm shoots a blast of Aura forward, with its range and power increasing with aura. If used at point-blank range, the move is treated as a grab, bypassing shields, and has immense power with enough Aura. Extreme Speed is Lucario's recovery move, and is able to cover extremely long distances if Lucario has taken much damage, making it virtually impossible to gimp. It can also launch opponents that get hit head-on. Finally, Double Team is Lucario's counterattack. It is the strongest counter in the game with enough aura while possessing impressive range, but it is also the slowest, since any opponent that is not in hitlag will most likely avoid it.

However, Lucario has a slew of significant flaws. Despite its good endurance, Lucario is vulnerable to combos. Extreme Speed also has numerous flaws. The move has high ending lag and, unless Lucario grabs the edge or lands before it concludes, very high landing lag. With low Aura, the move is also very slow and does not grant much distance, while at high Aura, it is possible to overshoot the stage if Lucario is not careful. In addition, it is difficult to hit with, since Lucario can only damage the opponent head-on, without having very high power to compensate. Its combo game is also heavily reliant on throws, as most other combo moves have either very limited follow-up options or awkwardly positioned hitboxes.

Its most serious flaws, however, is the polarized strength throughout its moveset, as well as the fluctuating Aura mechanic itself. Its fastest moves are the weakest, and its strongest moves are the slowest, making the latter very punishable if not spaced well. Lucario's Aura can sometimes work against it, as attacks with high knockback scaling are bound to finish Lucario off before it has a chance to make use of its rage and/or Aura at the same time. With low Aura, its powerful moves are too weak to KO, and with high Aura, its combo-oriented moves are too strong to be chained together. This makes it imperative to keep in mind how Lucario's attacks function depending on how much damage it has received, as it cannot afford to make mistakes at high percentages. It also often restricts Lucario to using a bait and punish playstyle, as it cannot perform rushdowns without getting punished most of the time. This gives Lucario some kind of disadvantage against heavyweight characters, as one strong move is usually all it takes to end Lucario, preventing it from utilizing Aura effectively after it gets KO'd.

Lucario's custom moves can give it notable benefits. Snaring Aura Sphere has a wind effect that pulls opponents in and moves slower, essentially re-purposing the move from a spacing and camping tool to a stage control and edge-guarding tool. Piercing Aura Sphere moves much faster, hits at a lower angle and goes straight through opponents, making it even better at spacing and camping, but at the cost of its immense power. Long-Distance Force Palm has less power, but as its name implies, it has more range, allowing Lucario to strike distant opponents more easily. The grab is also stronger and a semi-spike, making it lethal in any situation. Ride the Wind gives the full distance at any percentage, as well as greatly improved maneuverability. Lastly, Glancing Counter is considerably weaker, but always allows Lucario to attack even if it is not hit.

In the end, Lucario is a very technical character whose weaknesses are outweighed by its strengths. While aura makes Lucario's moveset stronger and it boasts great utility at all kinds of percentages overall, it cannot use all of its moves as effectively at certain percentages as others, meaning Lucario cannot afford to get too predictable when approaching as it can take high damage if not approaching correctly, and it might not be able to KO the opponent or even approach it if they know what Lucario will do. This makes playing with Lucario very methodical, as a small error could cost Lucario for it, even if it manages to regain the advantage in any way. Even so, Lucario does have a small but dedicated playerbase, with players like Day, Gomamugitya, Motsunabe and Serge achieving strong results.

Changes from Brawl

Lucario has received a mix of buffs and nerfs in the transition from Brawl to SSB4. The modifications to Aura both help and hinder Lucario, and make it much more of a "high-risk, high-reward" character. A number of its attacks have improved combo potentials with minimum to low Aura, but at the cost of their spacing potentials. Conversely, Lucario's strongest attacks KO reliably even with average Aura, but its combo potential largely wanes beginning at average percentages.

Like Aura, Lucario itself has been buffed and nerfed both directly and indirectly. Thanks to the changes to hitstun canceling, up and down throws are reliable combo starters with minimum to low Aura. By extension, up and down tilts also have decent combo potential with minimum to low Aura. However, Force Palm, neutral attack, and down aerial have noticeably worsened combo potentials. Extreme Speed is safer against edgeguarding thanks to receiving a hitbox, and its distance scales with Aura. However, it is still susceptible to punishment, either by overshooting it while at high to maximum Aura, or by failing to mitigate its noticeably higher ending lag via landing on solid ground. Lastly, Lucario's smash attacks have slightly longer ranges, but are noticeably laggier.

Lucario also received a number of useful buffs. Its KO potential has improved, both directly and indirectly: up and back aerials are more reliable KOing options, thanks to higher damage outputs and base knockback, while the rage mechanic supplements them and its other KOing options. Outside of this, Lucario's entire moveset is now affected by Aura; its mobility has been largely improved; and Double Team is stronger.

However, Lucario is still burdened in certain ways. Its mobility is merely average at best in spite of its improvements, and it is still susceptible to combos. Similarly, Extreme Speed covers only an average amount of distance with minimum low Aura. Lastly, Aura Sphere is only useful for spacing and KOing with at least average Aura. Overall, Lucario has achieved respectable results in spite of its relatively small playerbase.

Aesthetics

  • Change Lucario's design has changed. Its forepaws, pupils, spikes, and the concha of its ears are slightly smaller. Additionally, the hook-shaped tip of its tail is significantly more pronounced, and the fur around its neck is no longer ruffled upward. Lastly, the aesthetic used in SSB4 has resulted in Lucario having a sleeker design, and the blue portion of its fur being more vibrant. Altogether, these changes make Lucario appear virtually identical to its appearance in Pokédex 3D Pro.
  • Change Lucario is slightly more expressive.
  • Change Up taunt has updated visual effects. Lucario now surrounds itself with a flame-like field of Aura, instead of emitting small wisps of Aura from its body.
  • Change Side taunt has updated visual effects. Lucario now emits a slightly larger blast of Aura.

Attributes

  • Change Aura has updated multipliers (0.7× → 0.66× (lowest), 1.4× → 1.7× (highest)) and percentage windows (0%-20% (minimum Aura)/21%-74% (low Aura) → 0%-69% (minimum to low Aura), 75%-169% → 70%-189% (average to high Aura), 170%+ → 190%+ (maximum Aura)). These changes improve its combo potential with minimum to low Aura, and improve its KO potential with average to maximum Aura. However, they hinder its KO and spacing potential with minimum to low Aura, and hinder its combo potential with average to maximum Aura.
  • Buff Lucario's entire moveset is now affected by Aura.
  • Change Lucario is lighter (100 → 99), going from a heavyweight to a middleweight.
  • Buff Lucario walks faster (1.0 → 1.05).
  • Buff Lucario dashes faster (1.414 → 1.55).
  • Buff Lucario's air speed is faster (0.987 → 1.09).
  • Change Lucario falls faster (1.2 → 1.68). This improves its vertical endurance, but makes it more susceptible to combos.
  • Change Lucario's gravity is higher (0.0625 → 0.084). This improves its aerial mobility, but hinders its horizontal endurance.

Ground attacks

  • Nerf Neutral attack deals 1% less damage (10% → 9%).
  • Nerf Forward tilt's first hit deals 1% less damage (5% → 4%) and its second hit no longer deals consistent damage (6% (body)/8% (arm) → 6%).
  • Buff Up tilt no longer deals consistent damage (6% → 6%/5%), although its knockback was compensated (33/38/43 (base)/130 (growth) → 45/45/50/110). These changes significantly improve its combo potential with minimum to low Aura at low to medium percentages, and its juggling potential with average to high Aura at high percentages.
  • Buff Down tilt deals 2% less damage (7% → 5%), improving its combo potential with minimum to low Aura at low to medium percentages.
  • Nerf Lucario has a new dash attack, a flying kick. Compared to the previous dash attack, it deals less damage (10% (clean)/7% (late) → 8%/6%), and has a shorter duration (11 frames → 9) and more ending lag (frame 35 → 42).
  • Buff Dash attack has more knockback growth (50 → 75) and more range compared to the previous dash attack, making it more effective for spacing in spite of its lower damage output. Unlike the previous dash attack, it is affected by Aura.
  • Nerf All smash attacks have increased start-up (frame 21 → 22 (forward), frame 12/17 → 15/19 (up), frame 17 → 19 (down)) and ending lag (frame 43 → 55 (forward), frame 56 → 64 (up), frame 48 → 55 (down)).
  • Buff All smash attacks have slightly increased ranges.
  • Nerf Sourspotted forward smash deals 1% less damage (14% → 13%). Forward smash has also lost its lingering hitbox, and can no longer hit behind Lucario.
  • Change Clean up smash no longer deals consistent damage (13% → 14%/12%).
  • Buff Up smash has received a hitbox that deals 4% and launches grounded opponents at 100°, significantly improving its reliability.
  • Change All smash attacks' animations have slightly changed. Lucario now stays in place and/or continuously trembles like the rest of the cast, instead of making a full movement.

Aerial attacks

  • Change Neutral aerial deals less damage (11% (clean)/7% (late) → 8%/6%). This improves its combo potential with minimum to low Aura at low percentages, but hinders its spacing potential.
  • Nerf Neutral aerial has decreased range and increased start-up lag (frame 6 → 8). Late neutral aerial also has a shorter duration.
  • Buff Neutral aerial has decreased ending lag (frame 69 → 43).
  • Change Forward aerial deals 1% more damage (5% → 6%), although its knockback was somewhat compensated. It also has an altered angle (50° → 64°). Altogether, these changes improve its combo potential with minimum to low Aura at low percentages, but hinder its spacing potential.
  • Buff Back aerial deals 3% more damage (12% → 15%) and has increased base knockback (12 → 30), significantly improving its KO potential.
  • Nerf Back aerial has increased start-up lag and its lingering hitbox has been removed.
  • Buff Clean up aerial deals 1% more damage (10% → 11%) and has increased base knockback (15 → 30), improving its KO potential.
  • Nerf Late up aerial deals 4% less damage (10% → 6%).
  • Nerf Clean up aerial has a shorter duration.
  • Nerf Down aerial deals less damage (8% (both) → 5% (hit 1)/6% (hit 2)) and has increased ending lag (frame 29 → 31).

Throws/other attacks

  • Buff All grabs have increased ranges.
  • Buff Grab has decreased ending lag.
  • Buff Pummel is significantly faster, now being the fastest in the game. When coupled with the changes to Aura, this significantly improves its damage racking potential.
  • Nerf Forward throw deals 2% less damage (10% → 8%), hindering its spacing potential.
  • Buff Back throw is now affected by Aura. This improves its spacing potential with average Aura, and grants it KO potential with high to maximum Aura.
  • Buff Up throw deals 5% more damage (6% → 11%). When coupled with the changes to Aura and hitstun canceling, this improves its combo potential with minimum to low Aura at low to high percentages.
  • Buff Down throw deals 3% less damage (10% → 7%). When coupled with the changes to Aura and hitstun canceling, this improves its combo potential with minimum to low Aura at low to medium percentages.
  • Buff All floor attacks are now affected by Aura.
  • Change Edge attack now deals consistent damage (8% (Aura)/6% (body) → 7%).

Special moves

  • Nerf Minimum to high Aura fully charged Aura Sphere deal less damage (13.125% (minimum Aura)/≈18.75% (low to high Aura) → 11.385%/17.25%), hindering their KO potentials.
  • Buff Maximum Aura fully charged Aura Sphere deals 3.075% more damage (26.25% → 29.325%), significantly improving its KO potential.
  • Buff Aura Sphere has increased knockback. Its size also scales with Aura, with a maximum Aura fully charged Aura Sphere now being even larger than Lucario itself.
  • Buff Reverse Aura Sphere now slightly pushes Lucario backward, improving its mindgame potential.
  • Change Aura Sphere has updated visual effects. Its outline is thicker and makes it appear slightly jagged, instead of smooth.
  • Buff Force Palm's near blast deals 1.88% more damage (10% → 11.88%).
  • Nerf Force Palm's mid and far blast deal less damage (9% (mid)/8% (far) → 7.56% (both)).
  • Buff Force Palm's blast is faster and larger. Its size also scales with Aura, significantly improving its spacing potential with average to maximum Aura.
  • Change Force Palm has has increased knockback. This improves its blast's spacing potential, but significantly hinders its grab's combo potential.
  • Nerf Minimum Aura Force Palm's grab can now be escaped from.
  • Change Force Palm's animation has changed. Lucario now leans in further with its body facing more at a more sideways angle, places its following arm high and behind itself, and performs a stomp with its leading foot while firing the blast.
  • Change Force Palm has updated visual and sound effects. Its blast now appears flame-like, and its sound effect's pitch scales with Aura.
  • Buff Extreme Speed has received a hitbox at the end of its animation that deals 3% and launches at 38°, improving its safety. Its distance also scales with Aura, significantly improving its recovery potential with average to maximum Aura.
  • Nerf Extreme Speed has increased ending lag. However, this can be avoided by ending it on the ground, or by making Lucario hit the stage head first.
  • Change Extreme Speed has updated visual effects. Lucario now emits streams of Aura from its forepaws.
  • Bug fix Grab release glitch has been fixed.
  • Buff The removal of the grab release glitch allows Lucario to re-use Extreme Speed if it has been grabbed in midair.
  • Buff Double Team has increased power and range.
  • Change Lucario has a new Final Smash, Mega Lucario. Lucario undergoes Mega Evolution to become Mega Lucario. Unlike Aura Storm, Mega Lucario is a transformation-based Final Smash that can move freely across the stage. Mega Lucario has an Aura multiplier of 1.8×, regardless of Lucario's damage prior to Mega Evolving, and has both super armor and flinch resistance throughout its duration. However, its duration will shorten upon receiving damage.

Update history

Lucario has received a mix of buffs and nerfs from game updates. While it has experienced few direct changes, its most notable nerf in 1.0.4 gave a significant increase to Extreme Speed's landing lag while Lucario is helpless, making it notoriously exploitable. However, update 1.1.3 improved Lucario's mobility by increasing its walking, air and falling speeds, the latter of which makes it slightly less susceptible to vertical KOs.

The changes to shield mechanics have affected Lucario indirectly: due to the shieldstun increase in 1.1.1, Lucario could attempt to break shields by using Aura Sphere on the edge with the opponent shielding so the opponent could fall for an unavoidable KO if they did not attempt to SDI out of the move. However, this was very situational and was not used at high-level play. Furthermore, it became even more situational as of update 1.1.3 thanks to the hitlag being decreased which results in it being impossible to perform with a charging Aura Sphere charge at low aura, although it is still possible to perform with a charging Aura Sphere at high aura, as the increased damage results in more shieldstun and shield hitlag. Even so, Lucario's most damaging moves, such as its smash attacks and Force Palm, are benefited by these changes due to their ranges, and in the case of its forward and down smashes, their hitlag.

Super Smash Bros. for Nintendo 3DS 1.0.4

  • Nerf Forward smash's ending lag increased: frame 46 → 55.
  • Nerf Down smash's ending lag increased: frame 50 → 55.
  • Nerf Landing lag from helplessness increased: 36 → 60 frames.
  • Nerf Extreme Speed/Extreme Speed Attack hit 2 ending lag (frames): 0 → 8
  • Nerf Extreme Speed Attack hit 1 ending lag: 0 → 5


Super Smash Bros. for Nintendo 3DS 1.0.5

Super Smash Bros. 4 1.0.6

Super Smash Bros. 4 1.0.8

  • Buff Neutral attack's first hit's knockback growth decreased. This allows it to connect better with its second hit.

Super Smash Bros. 4 1.1.1

  • Change Glancing Counter's angle altered: 58° → 65°.
  • Buff Glancing Counter's ending lag decreased.

Super Smash Bros. 4 1.1.3

  • Change Falling speed has been increased (1.56 → 1.68).
  • Buff Air speed (1.01 → 1.09), fast falling speed (2.496 → 2.688) and walking speed (1 → 1.05) have been increased.
  • Change Aura Sphere charge (including custom variants) angle (80° → 83°).
  • Nerf Aura Sphere (including custom variants) knockback scaling (100 → 93).
  • Buff Aura Sphere charge (including custom variants) hitlag modifier (1x → 0.78x), making it harder to DI..

Mega Lucario

  • Nerf Aura Sphere (including custom variants) knockback (10 (base), 100 (scaling) → 12/93).
  • Buff Aura Sphere (including custom variants) hitlag modifier (1x → 0.78x), making it harder to DI.


Moveset

  • Lucario's moveset is affected by Aura. The following moveset list details the properties of its attacks when its Aura is at its lowest (0%), average (70%), and highest levels (190%).
  • Lucario is able to crawl, wall cling, and wall jump.
  Name Damage Description
Neutral attack   2.5% The kham choui, a downward sweeping punch in Shaolin Kung Fu, followed by the choong choui, a jab-style punch in Shaolin Kung Fu, followed by a stretch kick.
2%
3%
Forward tilt   4% (hit 1), 6% (hit 2) The kap theai choui, a low-angle cross-style punch in Shaolin Kung Fu. Hits twice even though Lucario only uses one paw.
Up tilt   6% (foot), 5% (leg) An outside crescent kick. Can reliably combo into itself when Lucario has low Aura, and is a reliable juggling option with average Aura.
Down tilt   5% A kneeling Hapkido-style shin kick. It can be followed up with a dash attack or a dash grab with low Aura.
Dash attack   8% (clean), 6% (late) A flying kick. A decent follow-up from a down tilt with low Aura, or a back throw with average Aura.
Forward smash   16% (clean), 13% (late) A double palm thrust that emits small blasts of Aura. When Lucario is at full power and has high Aura, it is the strongest and the most damaging forward smash in the game, dealing 38% when fully charged and sweetspotted. It is a one-hit KO with max Aura and performed near the edge or center-stage.
Up smash   4% (hit 1), 14% (clean sweetspot hit 2), 12% (clean sourspot hit 2), 9% (late hit 2) A modified version of the long choui, an uppercut-styled punch in Shaolin Kung Fu. Hits twice even though Lucario only uses one paw. When it is fully charged, sweetspotted, both of its hits connect, and Lucario has max Aura, it is one of the strongest up smashes in the game and the most damaging smash attack in the game, dealing 42%.
Down smash   14% A modified version of the kap theai choui. Hits on both of its sides and is one of the strongest down smashes in the game when Lucario has max Aura.
Neutral aerial   8% (hit 1), 6% (hit 2) Spins while emitting Aura from its paws. Very low landing lag, great for spacing. Depending on aura, it can lead into a grab, dash attack, tilts, and even a tech situation.
Forward aerial   6% A stretch kick. Can be used as a follow-up twice after its down throw beginning at 0% and up to low percentages.
Back aerial   15% The sou choui, a sweeping punch in Shaolin Kung Fu. It is the strongest back aerial in the game thanks to its high knockback and one of the strongest aerials in the game when Lucario has max Aura, KOing opponents under 50%. However, it has rather long start-up.
Up aerial   11% (clean), 6% (late) Leans back and performs a front kick upward. One of the strongest up aerials in the game, KOing opponents beginning at 70% when Lucario has max Aura.
Down aerial   5% (hit 1), 6% (hit 2) Stomps twice. Unlike in Brawl, it no longer stalls Lucario's descent.
Grab   Clinches the opponent.
Pummel   1% A surge of Aura. The fastest pummel in the game and one of the best pummels in the game if Lucario has high or max Aura.
Forward throw   8% Shoves the opponent away. The strongest forward throw in the game when Lucario is at max Aura, on par with Bowser's. It is also the fastest throw in the game.
Back throw   10% The tai otoshi, a Judo throw. The most damaging back throw in the game and a viable KOing option when Lucario has max Aura.
Up throw   5% (hit 1), 6% (throw) The pao choui, an uppercut-styled punch in Shaolin Kung Fu. Launches the opponent upward and with low Aura, it can act as a set-up for its up tilt, neutral aerial and up aerial. Other opponents next to Lucario are dealt high knockback. The most damaging throw in the game when Lucario has max Aura, dealing 18% total.
Down throw   7% Holds the opponent over its head and then slams them into the ground. Can lead into its neutral, up or forward aerials with low Aura and while opponents are at low to medium percentages, although lightweights can avoid these combos.
Forward roll
Back roll
Spot dodge
Air dodge
Techs
Floor attack (front)
Floor getups (front)
  7% Kicks around itself before getting up.
Floor attack (back)
Floor getups (back)
  7% Kicks around itself before getting up.
Floor attack (trip)
Floor getups (trip)
  5% Kicks behind itself and then in front of itself while getting up.
Edge attack
Edge getups
  7% Performs a double palm thrust that emits a small blast of Aura while climbing up.
Neutral special Default Aura Sphere 17.25% (fully charged) A chargeable, condensed sphere of Aura. Pressing the special button again will make Lucario fire the sphere. Its size scales with Aura. A charging Aura Sphere can lead into up smash for a KO.
Custom 1 Snaring Aura Sphere 14.5% (fully charged) A slower variation that has a vacuum effect that pulls opponents toward the Aura Sphere itself. Has extra ending lag and deals slightly less damage. Two uncharged Snaring Aura Spheres can exist on-screen at the same time.
Custom 2 Piercing Aura Sphere 6.75% (fully charged) A faster variation that pierces opponents, but deals significantly less damage.
Side special Default Force Palm 11.875% (near blast), 7.5% (mid/far blast), 13% (throw), 6% (escape) Fires a stream of Aura. Its blast's range scales with Aura. If the opponent is close to Lucario, the move acts like a grab, with Lucario grabbing the opponent and then striking them with a palm thrust at point-blank range.
Custom 1 Advancing Force Palm 10% (near blast), 7% (mid/far blast), 10% (throw), 6% (escape) Moves Lucario forward, but deals slightly less damage and has more start-up lag.
Custom 2 Long-Distance Force Palm 7.4% (near blast), ≈4.23% (mid/far blast), 13% (throw), 6% (escape) Has more range, but deals less damage.
Up special Default Extreme Speed 6% Propels itself in a predetermined direction by blasting steams of Aura from its forepaws. Has a hitbox at the end of its animation. Like Force Palm's blast, Extreme Speed's range scales with Aura.
Custom 1 Ride the Wind Slower and deals no damage, but grants more control over Lucario's trajectory.
Custom 2 Extreme Speed Attack 4% (hit 1), 7% (hit 2) Has less range, but damages opponents at any point it makes contact with them.
Down special Default Double Team 11% Performs a kata. If Lucario is attacked, it will disappear while emitting afterimages and then counterattacks with a flying kick from behind the attacker.
Custom 1 Glancing Counter 10% Dodges attacks and also allows Lucario to produce a hitbox, albeit a weaker one, even if it is not attacked.
Custom 2 Stunning Double Team 1% (hits 1-2), 1% The counterattack stuns the opponent, similarly to Disable. Like Disable, the stun's duration is longer the more damaged the opponent is, but it also deals minuscule damage due to not being a true counterattack.
Final Smash Mega Lucario Mega Evolves into Mega Lucario. Mega Lucario has an Aura multiplier of 1.8×, regardless of Lucario's damage prior to Mega Evolving, and has both super armor and flinch resistance throughout its duration. However, its duration will shorten upon receiving damage.

On-screen appearance

  • Hovers slightly above the stage, and then spreads its arms and legs slightly while briefly emitting a surging, flame-like field of Aura around itself before descending.
LucarioOnScreenAppearanceSSB4.gif

Taunts

  • Up taunt: Folds its arms and then extends them while growling and emitting a surging, flame-like field of Aura around itself.
  • Side taunt: Extends its right forepaw forward and growls before emitting a small blast of Aura from its forepaw.
  • Down taunt: Performs a kata that is very similar to the one performed during Double Team.
Up taunt Side taunt Down taunt
LucarioUpTauntSSB4.gif LucarioSideTauntSSB4.gif LucarioDownTauntSSB4.gif

Idle poses

  • Stretches both arms out, one on each side, slowly lowers its body, and assumes its normal stance again.
  • Moves its arms in a circular motion before assuming to its normal stance again.
LucarioIdlePose2SSB4.jpg LucarioIdlePose1SSB4.jpg

Crowd cheer

English Japanese
Cheer
Description Lu-cario! Lu-car-io!
Pitch Group chant Group chant

Victory poses

An icon for denoting incomplete things.
An orchestral excerpt of the title theme from Pokémon Red, Blue and Green Versions, which has since become the main theme of the Pokémon series.
  • Moves its paws in front of itself and then clasps them together while saying "The Aura is with me!" (弱い
  • Extends both arms forward and next to each other while emitting small blasts of Aura from its paws, then assumes a Fujian White Crane-like stance while saying "Behold the power of Aura." (最大オーラ
  • Performs a kata where it leans forward while extending its left arm forward, keeping its right arm to its side, and performing a kiai while a flame-like field of Aura briefly surges from its body.
LucarioPose1WiiU.gif LucarioPose2WiiU.gif LucarioPose3WiiU.gif

In competitive play

Official Custom Moveset Project

Character Custom sets available
LucarioHeadSSB4-U.png Lucario 2111 3111 1112 2112 3112
1211 2211 1121 3121 1311

Notable players

Active

  • Canada Astro
  • USA Day - Considered the best Lucario player in North America. Took a set off ZeRo at Super Smash Con 2016. Placed 17th at said tournament.
  • USA QD - One of the best Lucario players in the Midwest. Expanded Lucario's metagame.
  • USA JohnnstR - One of the best Lucario players in the Midwest. Expanded Lucario's metagame and has achieved high results against Michigan's top players.
  • Japan Gomamugitya - One of the best Lucario players in Japan. Frequently teams with Taiheita, creating a powerful doubles team (with them notably winning Super Smash Con 2016 over ZeRo and Nairo).
  • USA Kamicario - One of the best Lucario players in North America. Notably placed 13th at CEO 2015 and 5th at Low Tier City 3.
  • Finland Loota - One of the best Lucario players in Europe. Notably placed 3rd at Eclipse.
  • USA Maverick - Considered the best Lucario player in the New England region. Notably placed 5th at GUMS 8 and 17th at Shine 2016 and has defeated Marss and Ned.
  • Japan Motsunabe - One of the best Lucario players in Japan.
  • USA P2P with Gibus - Considered the best Lucario player in Texas. Notably placed 7th at Low Tier City 4.
  • Mexico Richi - Has sets over players like Serge.
  • Mexico Serge - Considered the best Lucario player in Mexico.
  • USA Shiny
  • Japan Tsu- - Considered the best Lucario player in the world. He has taken sets off of players such as ZeRo, Abadango, Mr.R, VoiD, Salem, Tweek, KEN, and Kirihara.
  • Kuwait XF0 - Considered the best Lucario player in the Middle East. Took a set off of Mr. R at Nemesis 2017.

Inactive

Tier placement and history

Lucario was considered to be a viable character since the game's release. The aura buffs, which vastly increased Lucario's KO power to the point where a max Aura Lucario could consistently KO opponents under 75%, and improved its recovery to become one of the best, as well as a powerful combo game, lead many professionals to view Lucario as a high-tier character. Despite its low tournament representation, it achieved lukewarm results in the game's early lifespan thanks to notable players such as Day, Motsunabe and Serge, and would eventually be ranked 23rd on the first tier list. More recently, Lucario has achieved better tournament representation in competitive play. At Smash Factor 5, Serge, along with fellow smashers Daimy and Richi, placed among the top 12 using Lucario. Day also managed to place 17th at Super Smash Con 2016, a much bigger tournament which had many top level players attending and notably saw him defeat ZeRo, which sent him into the losers bracket of said tournament, a feat achieved by only a select few. Gomamugitya also managed to place 1st with his partner in the doubles tournament of Super Smash Con 2016 while using Lucario. This caused it to slightly rise to 22nd place on the second tier list.

However, Lucario's tier position was considered one of the most contentious of all characters, as some within the community (that grew steadily bigger around late 2015) began seeing Lucario as having one of the worst neutral games due to its laggy attacks and subpar movement speed, and viewed its recovery as blown out of proportion as its flaws were surprisingly easy to exploit, especially with its extreme landing from a helpless state lag post 1.0.4. they considered Lucario as a poor character who suffered from overspecializing with the aura gimmick, thus leaving it as little threat to a cautious player. As time went on, Lucario's tournament results grew barren, with fewer players maining it, thus causing more and more to look down on it.

However, Lucario's results then noticeable improved as time went on due to some new developments in its metagame, and has seen generally improved results, especially in Japan, leading it to be perceived more positively again in spite of very skilled competition. This allowed Lucario to rise to 19th on the third and current tier list. As such, Lucario is still seen as a viable pick in tournaments. Some players feel that this placement is too low, most notably after Tsu- surprisingly placed 2nd at Frostbite 2017, while sending ZeRo to the losers bracket and having very close games with him on the tournament's grand finals. While some feel that Lucario's placement is too high due to its inconsistent results and "high-risk, high-reward" playstyle, the majority of players feel that Lucario's current placing is well deserved for the time being.

Trophies

Lucario
Ntsc A Fighting/Steel-type Pokémon that excels in combat through the reading and manipulation of Aura. As Lucario takes more damage, its attacks grow in strength. At maximum power, Lucario deals triple damage and its Aura Sphere is particularly devastating! Foes won't even know what hit them!
Pal This Fighting- and Steel-type Pokémon can sense the movements of its enemies using its Aura abilities, and is even said to be able to see enemies when they're invisible. As it takes damage, its attacks grow in strength. At maximum power, its deals triple damage, which can make its Aura Sphere attack a real force to be reckoned with!
Nintendo DS: Pokémon Diamond and Pokémon Pearl (04/2007)
3DS: Pokémon X and Pokémon Y (10/2013)
Lucario (Alt.)
Ntsc Lucario's up special Extreme Speed will send this Pokémon soaring on the path you choose. Lucario flies farther the more damage it's taken. Lucario makes use of its Aura for the side special Force Palm. At extremely close range, Lucario will grab an enemy first, dealing additional damage.
Pal The Extreme Speed up special sends Lucario rushing in your chosen direction, and you can adjust the flight path mid-air. Also, the more damage Lucario takes, the further it will go. For the Force Palm side special, Lucario attacks with its Aura. Using it while close to an enemy adds a grab to the move and deals extra damage.
Nintendo DS: Pokémon Diamond and Pokémon Pearl (04/2007)
3DS: Pokémon X and Pokémon Y (10/2013)
Mega Evolution (Lucario)
Ntsc In Lucario's Final Smash, it Mega Evolves into Mega Lucario. The attacks it can use don't change, but its Aura abilities become more powerful than ever, letting it deal more damage and launch opponents farther. It can also resist being launched by other fighters, but the more attacks it takes, the sooner it will transform back.
Pal For Lucario's Final Smash, it Mega Evolves into Mega Lucario. The attacks it can use don't change, but its Aura abilities become more powerful than ever, letting it deal even more damage and launch opponents even further. It can also resist being launched by other fighters, but the more attacks it takes, the less time the Final Smash lasts.

In Event Matches

Solo Events

Co-Op Events

  • Pokémon Multi Battle!: Pikachu and Charizard must defeat a team of Lucario and Greninja, then a team of Pikachu and Charizard each appearing after one opponent is defeated. Lucario can appear if Pikachu is KO'd.
  • The Ultimate Battle: Two players select characters and must defeat the entire roster.

Alternate costumes

Lucario Palette (SSB4).png
LucarioHeadSSB4-U.png LucarioHeadRedSSB4-U.png LucarioHeadWhiteSSB4-U.png LucarioHeadGreySSB4-U.png LucarioHeadTealSSB4-U.png LucarioHeadNavySSB4-U.png LucarioHeadGreenSSB4-U.png LucarioHeadPurpleSSB4-U.png

Gallery

Trivia

The Lucario error on the Super Smash Bros. official Facebook page.
  • On the Super Smash Bros. official Facebook page, Lucario was first listed as originating from Pokémon Diamond and Pearl Versions on the Game Boy Advance, even though those games were actually released on the Nintendo DS. This was later fixed.[1]
  • Lucario and Dr. Mario are the only characters to lack a meteor smash of any kind, including unconventional meteor smashes.
  • Lucario and Mewtwo are the only Pokémon whose on-screen appearances do not involve emerging from a Poké Ball.

References

  1. ^ [1]