Super Smash Bros. 4

Lucas (SSB4)

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This article is about Lucas' appearance in Super Smash Bros. 4. For the character in other contexts, see Lucas.
Lucas
in Super Smash Bros. 4
Lucas SSB4.png
EarthboundSymbol.svg
Universe EarthBound
Other playable appearances in Brawl
in Ultimate

Availability Downloadable
Final Smash PK Starstorm
Tier C (28)
Lucas (SSB4)
Lucas Comes Out of Nowhere!
—Introduction Tagline

Lucas (リュカ, Lucas) is a playable character in Super Smash Bros. 4. Initially absent as a playable character, Lucas's return to the series was announced during a Nintendo Direct on April 1st, 2015.[1] He was then made available as downloadable content on June 14th, 2015, alongside Roy and Ryu.[2] Lani Minella reprises her role as Lucas' voice actor; however, she does so via recycled voice clips from Brawl, some of which have been slightly sped up.

Lucas is ranked 28th out of 55 on the tier list, placing him at the bottom of the C tier. In addition to tying him with his fellow EarthBound fighter Ness, this renders both of them as the lowest ranking high-tier characters. This is a significant improvement over Lucas' low tier placement in Brawl, where he was ranked 30th out of 38. Like Ness, Lucas is no longer plagued by 10 extra grab release frames and early hitstun canceling, which were major detriments to his endurance and combo game, respectively. Aside from those gameplay changes, Lucas retains his fast attack speed; disjointed hitboxes; useful projectiles; and impressive combo game.

However, Lucas' overall damage output, knockback, and range were all reduced. When coupled with the loss of several of his more advanced techniques from Brawl, it is it questionable whether his buffs or nerfs are more prevalent. Lucas also retains his slow ground mobility and average frame data, giving him a lackluster neutral game; poor approach options; and a recovery that is occasionally susceptible to gimps and edgeguarding. While his throw game is powerful, his grab is one of the slowest in the game. Finally, Lucas' lack of landing options allows characters with disjointed ranges (such as Marth and Cloud) to give him a hard time landing.

Initially, Lucas was poorly regarded when he was first released, but the buffs he received from game updates have allowed him to achieve decent results. This has been most evident with the efforts of Taiheita, who has many notable placings, such as 17th in singles and 1st in doubles with Lucas at Super Smash Con 2016, along with several high placings at Sumabato and Umebura tournaments. Recently, however, Lucas's declining results in regionals and Japan, Taiheita's recent retirement, and Japanese Ness players earning results in Japan that have surpassed Lucas's achievements recently such as 17th at EVO Japan 2018 and 17th at The Big House 7 being credited to Gackt and taranito led some Smashers to question about Lucas's placement of whether Lucas should retain his position or not.

Attributes

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

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

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

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

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

However, Lucas does have his flaws. With his aforementioned sub-par mobility, fast characters such as Zero Suit Samus and Sonic can give Lucas a difficult time. Another problem is a predictable approach, reliance on his zoning tools (which can be overcome), and occasionally a lack of range in spite of his tether grab. Some of his moves require precision at times; his up aerial, whose hitbox is significantly smaller than it was in Brawl, can miss large opponents like Bowser. Another prominent example is his down smash, whose three hits are all mutually exclusive and thus gives opponents a perfect opportunity to punish Lucas if they manage to shield it. Lucas can also have problems scoring KOs despite his smash attacks' impressive strengths, as they mainly require effective reading and should be used wisely as a result. Although Lucas has a reliable tether recovery, his other method of recovery is also gimpable because of it having much slower priority than Ness, and it can be still be reflected or absorbed, most infamously by Rosalina & Luma. Like his fellow DLC characters, Lucas does not have any custom moves, which limits him in tournaments that allow character customization.

Altogether, Lucas' pros slightly outweigh his cons. He has an excellent damage racking game along with some good approach options, though his approach in general is predictable and can be faulty at times. He can also have a hard time KOing opponents outside of edgeguarding, and he is not as effective when his zoning tools can be nullified. While Lucas' initial tournament representation was poor like most of his fellow DLC characters, it has improved over time after he received buffs in game updates, to the point that he currently has both average representation and results, both of which are fair improvements from how he fared in Brawl.

Changes from Super Smash Bros. Brawl

In Super Smash Bros. Brawl, Lucas was seen as a low mid tier character as while he had numerous fairly solid attacks, a solid recovery, strong and effective specials (including a strong projectile in PK Fire and a powerful and surprisingly versatile absorption move in PSI Magnet) and a whole bunch of useful advanced techniques, he suffered from having short range, an unspectacular grab, limited/difficult to land KO moves and he was very exploitable to grab release followups. His grounded grab release was 10 frames longer than almost every other character, making him vulnerable to inescapable chain grabs and KO setups, while his aerial grab release was also fairly exploitable. As a result, Lucas struggled with a majority of the cast (especially since numerous characters simply outclassed him) and he overall saw limited success within the singles meta, although he was much more effective in doubles, as his grab release was less exploitable and when paired with the right teammate, his PSI Magnet became an incredibly powerful and abusable tool.

In Super Smash Bros. 4, Lucas received a mix of buffs and nerfs and while he did receive more nerfs overall, he is considered to be buffed, due to the game's numerous universal changes significantly benefitting him, along with him receiving some very useful buffs as well.

One of the most notable improvements he received was the removal of the 10 extra frames that were a part of his grounded grab release animation, which was one of his most significant flaws. This is further supplemented by the removal of chaingrabbing which was a large part as to why his grab release was extremely exploitable. Lucas' recovery, outside of advanced techniques, has been improved, as both PK Thunder 2 and Rope Snake now cover more distance. Rope Snake has also received more utility as a zoning option due to it receiving a hitbox when used as a grab aerial. Lucas has also been indirectly buffed from the changes to Smash 4's mechanics not only due to the removal of chaingrabbing but also because of the changes to hitstun canceling combined with the weakening of DI, which has giving him a very strong combo game which is most evident with the modifications to his down throw having resulted in it becoming one of his best combo starters. A few of his moves also have improved KO potential (most notably up aerial which also has greater juggling potential) and the introduction of rage only further improves his KO potential.

However, Lucas has seen a plethora of nerfs as well with his direct changes outside of his shorter grab release animation nerfing him overall. He can no longer use the Zap Jump or the Magnet Pull exploits, which were his two most pivotal techniques in Brawl, although the aforementioned buffs to PK Thunder 2 and Rope Snake can somewhat compensate for this off stage, at least in terms of recovery. In addition, many of his attacks have seen their damage, knockback and range reduced, while some of them have had their startup/ending lag increased. This is most notably seen with his aerials: his neutral, forward and up aerials lost their ability to auto-cancel in a short hop (although the landing lag of both is minimal), his down aerial has increased start-up lag and is no longer able to reliably set up for the infamous down tilt lock, and his up aerial has notably less range while also being slower and having static, all of which significantly hinders his already poor approach and landing options. He additionally has a slightly harder time KOing because of various of his previous KO moves including his forward and up smashes as well as his forward tilt and down throw having reduced knockback (although down throw has KO setups to compensate) alongside the loss of his advanced techniques. He is also slower on the ground relative to the cast as he is one of the only returning veterans whose dash (and walk) speed was not increased. His falling speed and gravity are also the same being lower relative to the cast although this has both positives and negatives.

Overall, Lucas has not significantly improved since Brawl as his moveset has seen many direct nerfs. However, he greatly benefits from Smash 4's mechanics and one of his main issues in Brawl was fixed resulting in him fairing better in Smash 4 overall. He was initially worse when he was first released but as of update 1.1.3, he is considered to be moderately better than how he was when he was initially released in SSB4, due to the buffs he received up to and including that update. He also fares better against Bayonetta than a decent portion of the cast which also helps him. By extension, his current placement on the tier list is a reflection of that perception.

Aesthetics

  • Change Lucas' design has changed. He is slightly taller and has a slightly larger head; slightly longer hair; a slightly smaller nose; a sharper jawline; and his eyes no longer have a blue tint. Additionally, Lucas' shoes are smaller, and each of his shirt's stripes are equally horizontal. Lastly, the aesthetic used in SSB4 has resulted in Lucas having a sleeker design, and his overall color scheme being more vibrant.
  • Change Lucas' blue, green, and purple alternate costumes have been updated. The blue costume's white stripes are now orange, instead of white. The green and purple costumes are now jungle green and purple, respectively; feature a sprite of Boney's head and a baby Drago as their designs, respectively; and have a single white stripe on each sleeve. Lucas has also received two new alternate costumes. The first is based on the Masked Man, and the second is based on Duster.
  • Change Lucas is more expressive and, unlike in Brawl, significantly less depressive. He now consistently smiles, and scowls during some attacks.
  • Change Many of Lucas' animations have been changed to match Ness'.
  • Change PK-based attacks have updated visual and sound effects.
  • Change Side taunt's animation has slightly changed. Lucas now keeps his eyes open while using it, instead of closing them.
  • Change Due to the aesthetic used in SSB4, Rope Snake's skin is of a significantly higher visual quality than in Brawl.
  • Change Lucas' previously unused damage yells from Brawl's Sound Test are now heard when taking high knockback.

Attributes

  • Buff Lucas' air speed is faster (1.05 → 1.1).
  • Buff Lucas' fast falling speed is faster (1.918 → 2.192) although relative to the cast, it has gone from the 19th lowest out of 38 characters to the 16th lowest out of 58.
  • Buff Lucas' grounded grab release has less ending lag (FAF 41 → 30), now matching the rest of the cast. When combined with the removal of chain grabbing, this significantly improves his endurance, as he is no longer vulnerable to guaranteed followups or chain grabs after a grab release.
    • Buff Much like the rest of the cast, Lucas' aerial grab releases also has less ending lag (FAF 51 → 40), making him much less susceptible to air release followups.
  • Buff Rolls have less ending lag (FAF 32 → 31).
  • Nerf Rolls have a shorter duration (frames 4-19 → 4-17).
  • Buff Air dodge has less startup (frame 4 → 3) and ending lag (FAF 49 → 34).
  • Nerf Spot dodge has more startup lag with a shorter duration (frames 2-20 → 3-18) and it has more ending lag (FAF 26 → 28).

Ground attacks

  • Neutral attack:
    • Buff Neutral attack's first two hits' mid and far hitboxes now launch opponents at higher angles (40°/80° → 66°/87° (hit 1), 60°/80° → 70°/88° (hit 2)) with altered set knockback (20/10 → 18/16), allowing them to connect more reliably into the later hits.
    • Nerf The first two hits deal less damage (3% (both) → 2.5% (hit 1)/2% (hit 2)).
    • Nerf The first hit has smaller hitboxes (3.5u/3.5u/4u → 2.8u/2.8u/3.5u).
    • Nerf The second hit's near and mid hitboxes are smaller (3.5u/3.5u → 3.2u/3.2u).
    • Nerf The third hit launches opponents at a less favorable angle (361° → 48°).
  • Forward tilt:
    • Nerf Forward tilt has more startup lag with a shorter duration (frames 6-9 → 7-9).
    • Nerf Forward tilt has more ending lag (FAF 23 → 26).
    • Nerf The sourspot deals less damage (9% → 7.5%) and has much lower knockback scaling (100 → 60), making it much weaker.
    • Nerf The sourspot now takes priority over the sweetspot (ID# 2/3 → 0), making the move harder to sweetspot with.
    • Nerf The sourspot now uses one small extended hitbox (3.5u/3.5u → 2.2u) and the body hitbox has been removed. This significantly reduces the move's range behind Lucas.
      • Buff However, this does make the sweetspot easier to land, considering the fact that the sourspot now takes priority.
    • Change The sweetspot now uses a static hitbox. This gives it more consistent range in front of Lucas, but hinders its ability to hit opponents who are far into the Z axis.
    • Nerf The sweetspot deals less knockback (12/16 (base), 100 (scaling) → 30/75).
    • Nerf The sweetspot has increased hitlag (0.5x → 1x), making it easier to DI.
    • Nerf Forward smash now only has one sweetspot hitbox (4u/4u → 4.7u), with the further away sweetspot being removed. This noticeably reduces the sweetspot's range.
  • Up tilt:
    • Buff Up tilt has less ending lag (FAF 40 → 37).
    • Nerf Up tilt's first hit has a shorter duration (frames 4-6 → 4).
    • Nerf The first hit deals less damage (3% → 1.5%).
    • Nerf The first hit's hitboxes are positioned closer to Lucas (z offset: 7.5/-7.5 → 6.5/-6.5), reducing their range.
    • Buff The second hit's clean hit has a longer duration (frames 7-9 → 7-10).
    • Buff The second hit's clean hit has larger hitboxes (5u/4.5u → 5.5u/5u).
    • Buff The second hit's clean hit launches opponents at a slightly more favorable angle (95° → 93°).
    • Change The second hit's clean hit has more base knockback but less knockback scaling (40 (base), 105 (scaling) → 50/100).
    • Nerf The second hit's head hitbox has been removed, giving the move less range below Lucas.
      • Nerf In addition to this, the late hit's leg hitbox has also been removed, greatly hindering its range below Lucas.
    • Change The second hit's clean hit's spark hitbox has increased hitlag (0.5x → 1x).
    • Buff The second hit's late hit deals more damage (4% → 5%) and has increased base knockback (10 → 50).
    • Change The second hit's late hit now consistently launches opponents towards Lucas (90°/93° → 100°).
    • Nerf The second hit's late hit has a shorter duration (frames 10-17 → 11-14).
  • Down tilt:
    • Buff Down tilt's near and mid hitboxes deal more knockback (6 (base), 22 (scaling) → (18/10)/(50/45)) and have altered angles (0° → 76°/40°). This makes the move much safer on hit and it grants it followup potential.
      • Nerf However, this also removes their ability to lock, making Lucas' down tilt lock setups more precise, as he now has to lock with the far hitbox. This is further exacerbated by down tilt's reduced damage and the new three hit lock limit.
    • Buff The near hit now always launches opponents in the direction Lucas is facing, allowing it to lead more reliably into followups.
    • Change The far hit deals more knockback (6 (base), 22 (scaling) → 8/40).
      • Buff This makes it safer on hit at higher percents.
      • Nerf However, this also hinders its ability to potentially chain into itself.
    • Change Down tilt now has weight independent knockback.
    • Nerf Down tilt has more ending lag (FAF 14 → 16).
    • Nerf Down tilt deals much less damage (6% → 3%).
    • Nerf Down tilt has increased hitlag (0.4x → 0.7x).
      • Nerf Altogether, these changes combined with the changes to shields (mainly the homogenisation of shield hitlag based on attack hitlag) noticeably hinder the move's safety on shield, with the move no longer being completely safe on shield.
    • Nerf Down tilt has smaller hitboxes (3.5u/3.5u/3.5u → 2.8u/2.8u/2.8u), with the far hitbox also being positioned closer to Lucas (x offset: 8 → 7.2), reducing its range.
    • Nerf The far hit no longer has a extra trip chance (40% → 0%). This prevents the far hit from tripping opponents right up until beyond Sudden Death percents, greatly hindering its followup potential.
  • Dash attack:
    • Buff Dash attack has less startup lag (frame 17 → 15), with its total duration subsequently reduced (FAF 42 → 40).
    • Buff The sweetspot deals more damage (12% → 13%).
    • Buff The sourspot has much more knockback scaling (40 → 76).
    • Change Dash attack now always launches opponents in the direction Lucas is facing.
    • Change Dash attack's hitboxes have swapped positions, with the sweetspot now being further away from Lucas than the sourspot, rather than the sweetspot being closer to him than the sourspot.
      • Buff The sourspot is positioned closer to Lucas compared to the previous sweetspot (z offset: 6 → 1.2), giving the move more range inside of Lucas.
      • Nerf However, the sweetspot is positioned closer to Lucas compared to the previous sourspot (z offset: 15 → 12), giving the move less range overall.
    • Change The sweetspot launches opponents at a lower angle (75° → 46°).
      • Buff This improves its KO potential near the horizontal blastzone.
      • Nerf However, this also hinders its overall KO potential, even from the centre of tournament legal stages.
    • Change The sourspot is positioned slightly higher (y offset: 5 → 5.5).
    • Nerf Dash attack has a shorter duration (frames 17-21 → 15-16), reducing its range.
    • Nerf Dash attack has smaller hitboxes, especially the sourspot (6u/5u → 5.8u/2.5u), although the sourspot now uses an extended hitbox, which mostly compensates for its horizontal range.
    • Nerf The sweetspot has decreased knockback scaling (76 → 70), slightly hindering its KO potential despite its higher damage.
    • Nerf The sweetspot has increased hitlag (1x → 1.2x).
    • Nerf The sourspot deals less damage (10% → 9%).
    • Nerf The sourspot now takes priority over the sweetspot (ID# 1 → 0), making the move harder to sweetspot with.
  • Forward smash:
    • Buff Forward smash's reflector has less startup lag with a longer duration (frames 12-18 → 10-19).
    • Change Forward smash produces a bat crack sound effect when it connects rather than a kicking sound.
    • Nerf The far hit deals less damage (15% → 14%) and has decreased base knockback (60/55 → 50), hindering its KO potential.
      • Buff However, the far hit now has lower priority than the near hit (ID# 0/1 → 1), which overall helps the move, as the near hit now acts as a sweetspot, as opposed to a sourspot.
    • Nerf Forward smash now uses two smaller extended hitboxes rather than four normal hitboxes (4.5u/4.5u/4.5u/4u → 3.7u/3.7u). This gives the move less range overall, both in front of and behind Lucas.
  • Up smash:
    • Change Up smash's second hit's clean, early mid and mid hitboxes have been positioned higher (y offset: 10/16/23 → 14/19/25). This gives them more range above Lucas but less range below him.
    • Nerf The second hit deals less knockback (50/45/40/35/30 (base), 85 (scaling) → (48/42/37/32/27)/77), hindering its KO potential.
    • Nerf The second hit has smaller hitboxes (14u/13u/12u/10u/10u → 12u/11u/10u/8u/6.5u).
      • Nerf When combined with the higher placement of the second hit's clean/early mid/mid hits, this means that the first hit can no longer reliably lead into the second hit against edge-hanging opponents.
  • Down smash:
    • Buff Down smash has less ending lag (FAF 64 → 60).
    • Buff The first hit has increased base knockback (40 → 43), slightly improving its KO potential.
    • Nerf Down smash has smaller hitboxes (10u/12u/14u → 8u/9.8u/12u), reducing its range, both in front of and behind Lucas.
    • Nerf Down smash now has one hitbox which simply despawns and respawns with altered properties rather than having three separate hits. This means that the move can now only connect once, greatly reducing its maximum damage output (42% → 17%).
      • Nerf This also makes the move easier for shielding opponents to intercept, as they can now run through the later hits if they shield the first hit.
    • Nerf Down smash no longer has an extra trip chance (40% → 0%), making the later hits trip opponents much less reliably.

Aerial attacks

  • Neutral aerial:
    • Buff Neutral aerial has less landing lag (18 frames → 13).
    • Buff Neutral aerial now always launches opponents in the direction Lucas is facing, making it more consistent. This noticeably benefits the move, as it is a multi hitting aerial.
    • Buff The loop hits now use an autolink angle (105° → 367°), allowing them to connect more reliably.
    • Buff The loop hits now consist of one hitbox with a rehit rate, rather than multiple separate hitboxes. This makes the loop hits consistently active (frame 5/8/11/14/17/20/23 → 7-23).
    • Buff The final hit deals more damage (3% → 4%).
    • Change Neutral aerial now uses static hitboxes, and their position was not fully compensated (y offset: 0 → 5). This gives neutral aerial more range below and in front of Lucas, but less range above and behind him.
    • Change The final hit has decreased base knockback (70 → 40) and launches opponents at a higher angle (361° → 60°) This grants its combo potential but hinders its KO potential.
    • Nerf Neutral aerial has more startup (frame 5 → 7) and ending lag (FAF 40 → 45).
    • Nerf Neutral aerial has a new more exaggerated animation. This new animation is much longer (44 frames → 71), increasing the amount of time Lucas cannot grab ledges after performing the move.
    • Nerf Neutral aerial auto-cancels later (frame 28 → 37), no longer doing so in a short hop, led alone almost straight after the hitboxes are no longer active. This noticeably hinders neutral aerial's approach potential and safety.
    • Nerf Neutral aerial no longer has an initial auto-cancel window (frames 1-4 → 0).
    • Nerf Neutral aerial now only has four loop hits instead of seven, considerably reducing its maximum damage (17% → 12%).
    • Nerf The loop hits are smaller (6u → 5.3u).
    • Nerf The loop hits have an increased hitlag (0.5x → 1x) and SDI multiplier (1× → 2×).
      • Buff However despite this, neutral aerial is still more difficult to escape due to the loop hits now having an autolink angle.
    • Nerf The final hit deals much more hitlag (0.5x → 1.5x). This makes neutral aerial much easier to DI and while this would make it noticeably benefit from the introduction of frame canceling, neutral aerial cannot be frame cancelled, making the higher hitlag detrimental overall.
  • Forward aerial:
    • Buff Forward aerial has less landing lag (15 frames → 12).
    • Buff Forward aerial has a slightly altered animation with altered hitbox placements, giving it more range.
    • Buff The sweetspot has a longer duration (frames 9-10 → 9-12).
    • Buff The sweetspot deals more knockback (10 (base), 100 (scaling) → 30/97).
    • Change Forward aerial has increased hitlag (0.5x (sweetspot)/0.5x/1x (sourspot) → 1.2x/0.8x). This makes it benefit from the introduction of frame canceling, but this also makes it easier to DI.
    • Change Forward aerial now always launches opponents in the direction Lucas is facing.
    • Nerf Forward aerial no longer has a late hit, shortening its duration (frames 9-10 (clean)/11-15 (late) → 9-10 (sourspot)/9-12 (sweetspot).
    • Nerf Forward aerial auto-cancels later (frame 32 → 38), no longer doing so in a short hop.
    • Nerf Forward aerial has a shorter initial auto-cancel window (frames 1-4 → 1).
    • Nerf Forward aerial deals less damage (12%/10% → 11.5%/9%). The sourspot's knockback was not compensated, hindering its KO potential.
    • Nerf Forward aerial has smaller hitboxes (5.5u/4.5u/3.5u → 5u/3.3u), with the move covering less of Lucas' body.
    • Nerf The sweetspot launches opponents at a higher angle (361° → 46°), making it more susceptible to DI and hindering its overall KO potential, despite its increased knockback.
    • Nerf The sourspot now takes priority over the sweetspot (ID# 1/2 → 0), making the move harder to sweetspot with.
  • Back aerial:
    • Buff Back aerial's grounded sweetspot deals more damage (10% → 12%) improving its KO potential.
    • Buff The sweetspot is larger (4u → 4.5u).
    • Buff The removal of meteor canceling significantly improves back aerials' reliability.
    • Change Back aerial now always launches opponents in the opposite direction Lucas is facing.
  • Up aerial:
    • Buff Up aerial launches opponents at a higher angle (62° → 80°), improving its juggling and KO potential and making it much less susceptible to DI.
    • Change Up aerial has increased hitlag (1× → 1.1×).
    • Change Up aerial now uses a static hitbox, rather than being attached to Lucas' head. The hitbox is positioned higher to compensate (y offset: 4 → 14).
      • Buff This gives up aerial more vertical range overall, and gives it more consistent vertical range.
      • Nerf However, this also greatly hinders its horizontal and downwards range, making it much harder to connect against grounded opponents.
    • Nerf Up aerial has more startup lag with a shorter duration (frames 5-9 → 7-9).
    • Nerf Up aerial auto-cancels much later (frame 25 → 38), no longer doing so in a short hop.
    • Nerf Up aerial has a longer animation (45 frames → 54).
    • Nerf Up aerial has a smaller hitbox (7u → 5.2u).
  • Down aerial:
    • Buff Down aerial has less landing lag (28 frames → 24).
    • Buff The lower loop hit has decreased base knockback (50 → 43), allowing it to connect more reliably into the rest of the attack.
    • Buff The changes to locks significantly improve down aerial's utility, as the final hit's lower hitbox can now lock opponents, greatly improving its followup potential in certain situations.
    • Nerf Down aerial has much more startup lag (frame 4/11/19/27 → 10/18/26/34), with a longer total duration (FAF 55 → 57).
      • Buff However, its total duration was not fully compensated, giving it less ending lag.
    • Nerf Down aerial has a longer animation (54 frames → 60).
    • Nerf Down aerial auto-cancels later (frame 35 → 47), even considering its increased startup lag. This hinders down aerial's safety and followup potential.
    • Nerf Down aerial no longer has an initial auto-cancel window (frames 1-3 → 0).
    • Nerf Down aerial has smaller hitboxes (7u/5u → 5u/3.5u (hits 1-3), 8u/6.5u → 6.9u/5u).
    • Nerf The loop hits less damage (5% → 3.5%), noticeably reducing its maximum damage potential (20% → 15.5%).
      • Buff However, the lower damage subsequently reduces the lower hitbox's knockback, making it connect more reliably into the rest of the attack.
    • Nerf The loop hits have increased hitlag (0.5x → 1x). As down aerial cannot be frame cancelled, this hinders the move overall.
  • Grab aerial:
    • Buff Grab aerial has received a hitbox that deals damage (4% (clean)/2.8% (late)), launches opponents horizontally (45°) and deals knockback (60 (base), 30 (scaling)), granting it spacing and combo potential.
    • Buff Grab aerial has increased range as a tether recovery.
    • Nerf Grab aerial no longer auto-cancels on landing, instead having 8 frames of landing lag, making it more punishable.

Throws/other attacks

  • Buff All grabs have less startup lag with longer durations (frame 13 (standing)/16 (dash)/15 (pivot) → 12-19 (standing/pivot)/14-21(dash)).
  • Buff Standing and dash grabs have much less ending lag (FAF 70 → 45 (standing), FAF 80 → 55 (dash)).
  • Nerf Pivot grab has more ending lag (FAF 50 → 56).
  • Pummel:
    • Buff Pummel has less ending lag (FAF 13 → 10).
    • Change Pummel has increased range (y/z offsets: 6/6 → 8/8).
    • Nerf Pummel deals less damage (3% → 1.2%), hindering its damage racking potential despite its decreased ending lag.
    • Nerf Pummel has decreased set knockback (40 → 30).
  • Up throw:
    • Buff Up throw deals more knockback (80 (base), 65 (scaling) → 78/69), slightly improving its KO potential.
  • Down throw:
    • Change Lucas now aesthetically buries opponents headfirst upon performing his down throw.
    • Change Down throw deals much less knockback (75 (base), 100 (scaling) → 78/51).
      • Buff This combined with the changes to hitstun canceling/DI greatly improves its combo potential. It can lead into devastating aerial/footstool combos at lower percents and at higher percents, it can lead into an up aerial for a KO.
      • Nerf However, this also significantly hinders its KO potential, no longer being Lucas' strongest throw.
    • Nerf Down throw deals less damage (7% → 6.5%).
  • Floor attacks:
    • Buff Floor attacks have less startup lag (frame 19 (front)/20 (back) → 17).
      • Buff The second hits also have less startup lag (frame 25 (front)/24 (back) → 21 (both)).
    • Buff Floor attacks have less ending lag (FAF 50 → 46).
    • Buff Floor attacks deal more damage (6% → 7%) and shield damage (1 → 8) per hit, without full compensation on their knockback scaling (50 → 48).
    • Nerf Floor attacks launch opponents at a higher angle (361° → 48°).
    • Nerf Floor attacks have less intangibility (frames 1-26 (front)/1-25 (back) → 1-23).
    • Nerf Floor attacks now use one extended static hitbox rather than multiple normal hitboxes attached to Lucas' body, which covers less range.
  • Front floor attack:
    • Change Front floor attack now starts in front of Lucas, rather than from behind.
  • Edge attack:
    • Buff Edge attack has less startup lag (frame 24 → 20) with its total duration subsequently reduced (FAF 56 → 52).
    • Buff As with other edge attacks, edge attack no longer has set knockback (110 (set), 100 (scaling) → 90 (base)/20).
    • Change Edge attack now deals consistent damage (8%/6% → 7%).
    • Nerf Edge attack now uses one extended hitbox rather than multiple normal hitboxes, which gives the move less range.
    • Nerf Edge attack has less intangibility (frames 1-26 → 1-17), with Lucas no longer being intangible while the hitboxes are active.
    • Nerf As with other edge attacks, edge attack now always launches opponents in the direction Lucas is facing, removing its ability to set up edgeguards.
  • Trip attack:
    • Buff Trip attack has less ending lag (FAF 60 → 50), now matching other trip attacks.
    • Buff Trip attack deals more shield damage (1 → 8) per hit.
    • Change Trip attack now has transcendent priority.
    • Nerf Trip attack has less intangibility (frames 1-8 → 1-7).
    • Nerf The front hit has more startup lag (frame 28 → 29).
    • Nerf Trip attack now uses one extended hitbox rather than multiple normal hitboxes, which noticeably decreases the move's disjoint.

Special moves

  • PK Freeze:
    • Buff PK Freeze has less startup (frame 7 → 5) and ending lag (FAF 40 → 32) when released.
    • Buff PK Freeze can be released sooner (frame 45 → 35), reducing its startup lag when uncharged (frame 51 → 40).
      • Nerf However, this does reduce uncharged PK Freeze's damage (10% → 9%).
    • Buff PK Freeze is larger when it is created (0.3 → 0.45) and its size increases at a faster rate (1.45 → 1.6).
    • Buff PK Freeze has increased base damage (4% → 5%) which charges at a faster rate (0.23 → 0.255), resulting in the fully charged version dealing more damage (19% → 22%).
    • Buff Lucas' gravity is lower when using PK Freeze (0.02 → 0.012), making it safer to use in the air.
    • Change PK Freeze launches opponents at a higher angle (70° → 80°) and it has more base knockback, but less knockback scaling (50 (base), 40 (scaling) → 80/21).
    • Nerf PK Freeze has a shorter duration (2 frames → 1).
    • Nerf PK Freeze gains less height (1.4 → 1.2). This notably prevents Lucas from being able to fully charge the move when using it on the ground.
  • PK Fire:
    • Buff PK Fire has less ending lag (FAF 54 → 53).
    • Buff The sweetspot pillar deals more damage (5% → 6%), increasing PK Fire's overall damage (8% → 9%).
    • Change The pillar's hitboxes have adjusted positions (y/z offsets: (3/9)/(0/7) → (2/8)/(2/9)).
    • Nerf Using PK Fire straight after a double jump no longer gives Lucas a huge vertical boost. This removes Zap Jumping, significantly hinder PK Fire's vertical approach and recovery potential.
  • PK Thunder:
    • Buff PK Thunder's head has an increased hitlag multiplier (0.5x → 1x), allowing it to lead into the tail much more reliably.
    • Buff The tail has a much faster rehit rate (48 → 6), allowing it to connect multiple times more reliably.
    • Buff The tail has a marginally larger hitbox (2.46u → 2.5u).
    • Change PK Thunder's visual effects have changed. It is now violet, instead of blue, in addition to being visually larger.
    • Nerf PK Thunder has more ending lag (FAF 60 → 70).
    • Nerf PK Thunder has a higher SDI multiplier (1.5x → 2x).
    • Nerf The head deals much less damage (10% → 2.5%), making it much weaker.
      • Buff However, this allows it to lead into the tail more reliably.
    • Nerf The head has a smaller hitbox (5.5u → 3.8u).
    • Nerf The tail deals less damage (1% → 0.75%).
    • Nerf PK Thunder can no longer be used with edge momentum shifting, hindering its utility.
  • PK Thunder 2:
    • Buff PK Thunder 2 has less ending lag on the ground (FAF 75 → 66).
    • Buff PK Thunder 2 no longer decelerates in the air (0.071 → 0). This makes it cover more distance, as Lucas retains his momentum for much longer, despite its lower initial speed (4 → 2.5), improving its recovery potential.
      • Nerf However, PK Thunder 2 now decelerates after hitting an opponent (0 → 0.071) slightly reducing its distance after hitting an opponent.
    • Buff PK Thunder 2 can now be reused immediately after Lucas bounces off of a wall, significantly improving its safety and recovery potential.
    • Buff The loop hits now consistently use the autolink angle (365°/361° → 365°), making them connect more reliably.
    • Buff The loop hits now always launch opponents in the direction Lucas is facing, making them more consistent.
    • Change The loop hits now deal consistent knockback (30/0 (base), 0/20 (set), 50/100 (scaling) → 30/50).
    • Change The final hit now always launches opponents in the direction Lucas is facing.
    • Nerf PK Thunder 2 has less intangibility (frames 1-17 → 1-9).
    • Nerf When Lucas lands with PK Thunder 2 before entering free fall, he will now go into his full PK Thunder 1 ending animation, rather than a short version of his charging animation. This significantly increases PK Thunder 2's ending lag in this situation, and prevents Lucas from being able to auto-cancel the move with strong spacing.
    • Nerf When Lucas performs PK Thunder 2 into the ground, he will now go into an untechable rebound, rather than continuing to use the move, hindering its approach potential when used from above.
      • Buff However, this also prevents Lucas from potentially self destructing if he uses a downwards PK Thunder 2 close to an edge.
    • Nerf The first hit has smaller hitboxes (10u/10u → 9u/9u).
    • Nerf The loop hits deal less damage (3% (hits 2-6)/2% (hits 7-11) → 2%/1.5%), reducing PK Thunder 2's maximum damage potential (43% → 35.5%).
    • Nerf The loop hits are smaller (7.2u/7.2u → 4.3u/6u (hits 2-6)/4u/5.7u (hits 7-11).
    • Nerf The loop hits deal more hitlag (0.3x → 0.5x).
    • Nerf The loop hits have a drastically higher SDI multiplier (0.2x (hits 2-6)/0.1x (hits 7-11) → 2.5x), making them much easier to SDI despite the weakening of the mechanic.
    • Nerf The final hit launches opponents at a higher angle (361° → 50°), hindering its KO potential, and making it more susceptible to DI, despite its increased knockback scaling (70 → 74).
  • PSI Magnet:
    • Change PSI Magnet is visually larger.
    • Change PSI Magnet's animation has slightly changed. Lucas now keeps both eyes open during it, instead of closing one of them.
    • Nerf PSI Magnet deals less damage when released (9% → 8%).
    • Nerf PSI Magnet has a smaller hitbox when released (4u → 3.5u). When combined with the orb being visually larger, this results in PSI magnet now having a deceptively small hitbox.
    • Nerf PSI Magnet grants much less forwards momentum in the air (3 → 1). This essentially removes Lucas' Magnet Pull, greatly hindering PSI Magnet's utility (and PK Fire's utility by extension).
    • Nerf PSI Magnet now swirls absorbed projectiles for a moment, creating a slight delay before Lucas can actually be healed.
    • Nerf PSI Magnet's absorption bubble is smaller (16u → 12.8u). This gives it less range to absorb projectiles, despite its orb being larger and the absorption bubble being moved further forwards (z offset: 10 → 11.8).
      • Nerf These changes also mean that the move can no longer reliably absorb projectiles behind Lucas, hindering its safety.
    • Nerf PSI Magnet now only heals half the amount of damage from absorbed teammates' projectiles, significantly hindering its effectiveness in doubles. This is exacerbated even further by PSI Magnet's reduced range.
  • PK Starstorm:
    • Change PK Starstorm now functions identically to Ness' version. It deals 6% less damage per hit (14% → 8%), but the falling stars are now fired in a line that can be aimed in a fanning motion from the top-center of the stage. While this gives it blind spots, it results in a more consistent damage output when the stars do hit.
    • Change PK Starstorm now has a flame effect, instead of an electric effect.
    • Change PK Starstorm's animation and visual effects have changed. Lucas now strikes the same pose during it, and the falling stars are now sky blue, instead of whitish yellow. These changes make it appear virtually identical to Ness' version.

Update history

Lucas has been buffed via game updates. Update 1.1.0 saw all of his grabs' ending lag decreased and as well as subtle range improvements to his forward and down tilts, though they still do not match up to his range in Brawl. The changes to shield mechanics in updates 1.1.0 and 1.1.1 have been a mixed bag for Lucas; the changes make his sourspotted moves less safe on shield, but his sweetspotted moves safer on shield. Lastly, update 1.1.3 gave Lucas a number of noticeable buffs: his standing grab, dash grab, and forward aerial all had their lag decreased, his neutral aerial's damage output was increased, and forward tilt's sweetspot had its size increased. As a result of these buffs, Lucas is considered better than he was when he was initially released.

Super Smash Bros. 4 1.1.0

  • Buff Forward tilt's sweetspot and sourspot hitbox sizes increased: 4u (sweetspot)/2u (sourspot) → 4.4u/2.2u.
  • Nerf Forward tilt's horizontal displacement decreased: 1.6 → 0.
  • Buff Down tilt improved. Its displacement increased: 0 → 3.5; its horizontal displacement increased: 2.7 → 3; and its far hitbox's horizontal displacement increased: 7 → 7.2.
  • Change Down tilt's knockback altered: 10 (base)/50 (growth) → 18/45.
  • Change Down tilt's close and middle hitboxes angles' altered: 70° (close)/0° (middle) → 76°/40°.
  • Buff Sourspotted forward aerial deals 1% more damage: 8% → 9%.
  • Buff Forward aerial's vertical displacement increased: 1 → 2.9.
  • Change Forward aerial's sourspot hitbox size decreased: 3.8u → 3.3u. This makes it easier to land the sweetspot, but hinders its range.
  • Buff All grabs' ending lag decreased: frame 56 (standing)/frame 66 (dash/pivot) → 51/61.
  • Buff Grab's early and late grabboxes' sizes increased: 2.5u (early)/2.4u (late) → 3u/2.8u.
  • Buff PK Thunder's hitbox size increased: 3.5u → 3.8u.

Super Smash Bros. 4 1.1.3

  • Buff Forward tilt hitbox size: 4.4 → 4.7.
  • Buff Neutral air looping hits damage: 1% → 2%.
  • Buff Forward air landing lag: 15 frames → 12
  • Buff Standing grab and dash grab had their ending lag decreased by 5 frames: 50/60 → 45/55.
  • Change All grabs have sped up animations.
  • Nerf PSI Magnet heals half damage from absorbing teammates' projectiles.


Moveset

For a gallery of Lucas's hitboxes, see here.

  Name Damage Description
Neutral attack   2.5% A right-legged roundhouse kick, followed by a right-legged hook kick, followed by a left-legged reverse roundhouse kick. The last hit has slightly more range. Hits first on frame 2 and can combo into a dash attack at low to medium percents.
2%
4%
Forward tilt   11% (sweetspot), 7.5% (sourspot) A palm thrust that emits a small blast of PSI energy from his hand. It can be angled and has a disjointed hitbox, although its sweetspot is located inside of the blast. This move's sourspot can lock opponents at low percents.
Up tilt   1.5% (hit 1), 8% (clean hit 2), 5% (late hit 2) Telekinetically tilts himself upside down to perform a vertical thrust kick that emits a blast of PSI energy from his foot. It can combo into itself, a neutral aerial or an up aerial at low to medium percents.
Down tilt   3% A legsweep. Although weak, it is fast and reliable for either racking up damage or chaining into itself, a neutral attack or a grab. Hits on frame 3, making it tied with Ness, Little Mac, R.O.B., and Meta Knight's down tilts for being the fastest down tilt in the game. The edge of down tilt can lock opponents at low to medium percents.
Dash attack   13% (sweetspot), 9% (sourspot) A dashing palm thrust that emits a blast of PSI energy from his hand. Has noticeable start-up and deals more damage the farther the opponent is from Lucas.
Forward smash   14% (base), 15% (tip), 1.5× (reflected projectiles) Swings a stick in front of himself. The stick's tip deals slightly more damage and knockback, while the move overall functions very similarly to Ness' forward smash, including the ability to reflect projectiles. Compared to Ness' version, it has less start-up and ending lag, but deals less damage, knockback and has a lower damage multiplier when reflecting projectiles.
Up smash   2% (hit 1), 19%, 18%, 16%, 14%, or 12% (clean to late hit 2) Emits a large blast of PSI energy above his head. Despite in-game tips saying it is the most powerful up smash in the game and can attack opponents hanging on the edge, neither of these tips are true; it is only the fifth strongest up smash in the game, and completely whiffs most edge-hanging characters unless their head pokes above the edge. It is a "high-risk, high-reward" attack; it has an extreme amount of ending lag, which makes it very punishable if missed, but it is strong enough to KO at 80% when uncharged and at 54% when fully charged. It also has other positives, as it renders Lucas invincible on frames 1-4, grants intangibility to his head on frames 15-29 and has a very large hitbox, making it a good anti-air attack if used correctly. It appears to be based on PK Love, Lucas' signature PSI attack from Mother 3.
Down smash   17% (clean), 14% (mid), 11% (late) Aims his arm diagonally downward and emits three consecutive blasts of PSI energy towards the ground while holding his hand in a finger gun gesture. With each blast, its range increases at the expense of damage and knockback. It is one of the strongest down smashes in the game when clean, as it is able to KO as low as 60% near the edge depending on the opponent's weight and DI. If it is timed well, it can also catch recovering opponents before they grab the edge. Has a bit of start-up lag, but low ending lag. Despite seemingly being composed of three distinct hits, it can only strike an opponent once due to how its single hitbox is coded, making it somewhat unsafe on shield.
Neutral aerial   2% (hits 1-4), 4% (hit 5) Tumbles while emitting blasts of PSI energy around his torso. Each hit has numerous freeze frames and it has good combo potential, despite being susceptible to SDI.
Forward aerial   11.5% (sweetspot), 9% (sourspot), 8% (late) A flying kick that emits a blast of PSI energy from his foot. It is is fast and disjointed, making it a good off-stage option and one of Lucas' better spacing options. Its sweetspot deals the most knockback and can KO at high percents. This move's sourspot can lock opponents at early percents.
Back aerial   12% (sweetspot), 9% (sourspot), 7% (late) A backflip kick that emits a trail of PSI energy from his foot. It can meteor smash at the tip of his foot and has disjointed reach, with its weakest hitbox being at the tip. The last hitbox of this move can lock opponents at early percents.
Up aerial   13% An upward headbutt. Its hitbox has become smaller since Brawl and is now static and misleading, but it deals respectable high damage and knockback, which make it a viable KOing option near the upper blast line.
Down aerial   3.5% (hits 1-3), 5% (hit 4) An alternating series of stomps, with each stomp emitting a small blast of PSI energy from his feet. Like his back aerial, it is disjointed and has a meteor smash hitbox below himself on the fourth and last hit. The move itself is also difficult to fully land on smaller grounded opponents, such as Pikachu and Kirby. The last hitbox of this move can lock opponents at low percents.
Grab aerial Rope Snake 4% (clean), 2.8% (late) Unfurls Duster's Rope Snake in front of himself. It can damage opponents and act as a tether recovery.
Grab Rope Snake Unfurls Duster's Rope Snake in front of himself. His standing grab is deceptively fast, although his pivot grab is very slow.
Pummel   1.2% A headbutt. Tied with Ness, Kirby and Fox's pummels as the third fastest pummel in the game. However, it is the least damaging pummel in the game.
Forward throw   10% Telekinetically throws the opponent in front of himself. Among the strongest forward throws in the game, behind Bowser's and Wario's. It KOs around 100%-160% near the edge, depending on the opponent's weight and DI.
Back throw   10% Telekinetically throws the opponent behind himself. It is his strongest throw and the third strongest back throw in the game, being surpassed only by Ness and Villager's, respectively. It can KO even super heavyweights at 158% near the edge without rage.
Up throw   10% Telekinetically whirls the opponent around his head, then throws them directly overhead. The third strongest up throw in the game, being surpassed only by Mewtwo and Charizard's, as it KOs around 120%-180% depending on the opponent's weight and DI.
Down throw   6.5% Telekinetically slams the opponent into the ground head first. Lucas' primary combo starter, as it can lead into all of his aerials at a wide range of percentages, depending on DI. His up aerial specifically becomes a viable KO combo after this move. Although the opponent appears buried, this is merely aesthetic.
Forward roll
Back roll
Spot dodge
Air dodge
Techs
Floor attack (front)
Floor getups (front)
  7% Kicks around himself while getting up.
Floor attack (back)
Floor getups (back)
  7% Kicks around himself while getting up.
Floor attack (trip)
Floor getups (trip)
  5% Kicks behind himself and then in front of himself while getting up.
Edge attack
Edge getups
  7% Performs a low-angle kick while climbing up.
Neutral special PK Freeze 9%-22% Emits a snowflake-shaped blast of PSI energy from his head that freezes opponents. The direction of the blast's path can be controlled, it can be made stronger by holding the special button and it can be concluded at a deceptively fast speed. However, it renders Lucas helpless if used in the air.
Side special PK Fire 3% (lightning), 6% (fire) Thrusts both of his hands forward to release a lightning bolt-shaped PSI projectile from his hands. Unlike Ness' PK Fire, Lucas' version results in a brief, fiery explosion of PSI energy that launches the opponent backward, rather than a long-lasting pillar of fiery PSI energy. It is further differentiated from Ness' version in that it flies straight ahead regardless of whether it is used on the ground or in the air, as well as causing a minimal amount of recoil both on the ground and in the air, making it more effective as a spacing tool than Ness' PK Fire.
Up special PK Thunder 2.5% (projectile head), 0.8% (projectile tail, rapid hits), 8% (PKT2 initial), 2% (PKT2 rapid hits 1-5), 1.5% (PKT2 rapid hits 6-10), 10% (PKT2 last) Emits a streaming, electrical PSI projectile from his head. Like Ness' PK Thunder, it can be directed into Lucas to launch him at a high speed. Unlike Ness' version, it does not disappear after hitting an opponent and instead hits multiple times, giving it damage racking potential. This effect also applies PK Thunder 2, with Lucas hitting an opponent multiple times upon colliding with them.
Down special PSI Magnet 8% (ending), heals 2.5× the damage of absorbed projectiles (maximum 30%) Thrusts his arm forward to emit a glowing orb of PSI energy around his outstretched hand. Any energy-based projectiles it absorbs will heal him, although it no longer absorbs energy projectiles that are launched directly at his back as it did in Brawl. Unlike Ness' PSI Magnet, Lucas' version can be used offensively, due to it dealing damage and semi-spike knockback to opponents inside of it when it dissipates.
Final Smash PK Starstorm 8% (per hit) Summons a shower of falling stars to repeatedly hit the opponent. The stars that descend in a column from the top-center of the stage and can be angled in a fanning motion throughout its duration.

On-screen appearance

  • Rides in on a Mr. Saturn-style coffee table, then hops off. The table is based on the one that Lucas rides in order to reach Saturn Valley in Mother 3.
LucasOnScreenAppearanceSSB4.gif

Taunts

  • Up taunt: Trips, shakes his head, and gets back up.
  • Side taunt: Duster's Rope Snake taps Lucas on the shoulder and has a brief conversation with him, as Lucas shrugs at it.
  • Down taunt: Positions his right hand up to his forehead and grunts while generating small bursts of PSI energy from his index and middle fingers, then swings his hand down to emit a trail of PSI energy.
Up taunt Side taunt Down taunt
LucasUpTauntSSB4.gif LucasSideTauntSSB4.gif LucasDownTauntSSB4.gif

Idle poses

  • Taps the toes of his shoes on the ground.
  • Shakes his fists in front of his face in a cowardly motion.
LucasIdlePose1WiiU.jpg LucasIdlePose2WiiU.jpg

Crowd cheer

English Japanese
Cheer
Description Lu-cas! Ryuuu-ka!
Pitch Female Female

Victory poses

A flourished, sped-up remix of a portion of EarthBound Beginnings' theme song.
  • With his back toward the screen, Lucas crouches while poking at something on the ground with a large stick. After the camera zooms in, he then turns his head around to face the screen and says "Huh?" while briefly sporting a surprised expression.
  • Forcefully pulls one of the Seven Needles out of the ground, sending it flying off-screen while Lucas looks toward the screen in a battle-ready pose.
  • Bends down on one knee and waves his right arm in from himself while releasing blasts of PSI energy from his index and middle fingers.
LucasPose1WiiU.gif LucasPose2WiiU.gif LucasPose3WiiU.gif

In competitive play

Most historically significant players

Any number following the Smasher name indicates placement on the PGR 100, which recognizes the official top 100 players in Super Smash Bros. 4 of all time.

See also: Category:Lucas professionals (SSB4)

Tier placement and history

During his release, Lucas was considered to have improved from Brawl due to the changes to the game physics benefiting him. However, it would very soon become clear Lucas had lost most of his benefits from Brawl, and would go on to be considered among his previous game's placement. Following the buffs to his attacks, as well as decent tournament representation and results (the latter point being largely due to Taiheita), he would be ranked 36th in the first 4BR' tier list, as a low-tier character. However, players would prove that Lucas' buffs had indeed benefited him a lot and that he was now a capable character with reliable combo potential and KO power. Due to receiving notable results from Taiheita in 17th place at Super Smash Con 2016, Lucas rose up in the second tier list to 33rd, officially putting him in the mid-tier.

His positive perspective from Taiheita and his potential would led Lucas to a very slight rise to 32nd on the third, and then to 28th on the fourth tier list and current tier list, now tied with Ness for the bottom of high tier. While not having as much tournament representation as other mid-tiered characters, his results have been good enough to secure his current placement. Despite this, Lucas' current placement is still debatable, Lucas's results and representation began to show a series of decline in Japan ever since Taiheita's retirement. Since Taiheita's last tournament, many other players were unable to match Taiheita's success. Towards the end of the metagame, while the Lucas meta in Japan began to decline, his EarthBound counterpart, on the other hand, rose in Japan. Gackt and taranito, two of the top Ness players, have started to place better and achieved milestones. Such achievements include Gackt's 17th placing at The Big House 7 and taranito's 17th placing at EVO Japan 2018 with both of them defeating multiple top players such as Abadango, komorikiri, and ANTi. Due to these factors, players believe that Lucas should be ranked noticeably lower, citing his waning meta combined with Ness's more energetic developments. Other smashers advocate that Lucas's strengths remain potent in spite of these points, and that his placement is accurate.

Trophies

Lucas comes with matching character trophies, which are unlocked as usual. However, his alt. trophy will also be automatically granted upon booting up the Super Smash Bros. for Wii U version. His existing non-fighter trophy remains in the game, completely unchanged; both it and the Classic trophy are simply labeled as "Lucas" in-game.

Lucas (non-fighter)
Ntsc Before adventuring, Lucas was a timid, cautious boy. His journey has made him a stronger person. Maybe he met someone to spend his life with... Hang on—we're moving way too fast! For now, remember that Lucas and Ness are favorites in the hearts of EarthBound fans.
Pal Once upon a time, Lucas was a bit of a cry-baby. You might even say he was a wimp. But then, well...he had more than his fair share of rough times and toughened up a bit. Who knows what he's up to now? Whatever he's doing, his story - much like Ness's - lives on in the hearts of all Mother series fans.
GB Advance: Mother 3
Lucas
Ntsc The younger of the twin brothers from Nowhere makes his triumphant return to the game of Smash. Hailing from the Japan-only game Mother 3, Lucas's specialty is psychic projectile attacks. He can use these PSI attacks to do things like absorb enemy projectiles and deal supernatural damage!
Pal Lucas, the younger of the twin brothers from Tazmily, comes originally from the Japan-only game, Mother 3, and now makes his triumphant return to Super Smash Bros.! Here he makes great use of his PSI powers with lots of projectile attacks, and can use his faster attacks on anybody who gets too close.
GB Advance: Mother 3
Lucas (Alt.)
Ntsc Lucas's up special PK Thunder can hit enemies multiple times, but if you hit yourself with it, you can then tackle and launch opponents! Lucas's up smash has the strongest launch power of any fighter's up smash. The range for this attack is wide, and it's strongest right after Lucas unleashes the attack.
Pal Lucas's up special, PK Thunder, can either hit enemies multiple times, or hit Lucas himself to push him into a powerful charge attack. Meanwhile, his up smash attack is the most powerful launching move in the entire game, so make good use of it! It's a wide-range attack that is most effective right after Lucas unleashes it.
GB Advance: Mother 3
PK Starstorm (Lucas)
Ntsc You can adjust the direction of the shooting stars in this attack! Rain stars down on multiple fighters at once, or be mean and pick on a single fighter. The choice is yours! If a star connects, it will deal ongoing fire damage, making it hard for opponents to return to the stage.
Pal Lucas uses his PSI powers to summon a stream of shooting stars, the angle of which you can control. It's good for attacking an entire group during a free-for-all...or if you want to make things tougher for a single person. Even if the attack only hits once, it deals ongoing fire damage, making it harder to get back to the stage.

Alternate costumes

Lucas Palette (SSB4).png
Lucas (SSB4) Lucas (SSB4) Lucas (SSB4) Lucas (SSB4) Lucas (SSB4) Lucas (SSB4) Lucas (SSB4) Lucas (SSB4)

Reveal trailer

Gallery

Trivia

  • A few aspects regarding Lucas' status in SSB4 tied in to a number of significant dates for the EarthBound series:
    • He was confirmed in the same month that his origin game, Mother 3, was first released.
    • The announcement details for Lucas and update 1.0.8 were revealed on the same day as EarthBound's 20th anniversary.
    • The day he became available to purchase was the same day that EarthBound Beginnings was released internationally for the Wii U Virtual Console.
    • His amiibo's release date in Japan was the same day that Mother 3 was released on the Japanese Wii U Virtual Console.
  • Lucas' dashing animation is similar to his running animation in Mother 3.
  • Due to his non-fighter trophy using his character model from Brawl, Lucas is the only character who has both his Brawl and SSB4 character models in the same game.
  • Lucas is the only starter character and newcomer from Brawl to be available as downloadable content.
    • He is also the only DLC character with a tether grab.
    • He is also the only character to be initially unplayable in the next installment but then regained playable status due to DLC.
  • Lucas and Wario are the only characters not be a starter character who were previously a starter since Wario has to be unlocked and Lucas has to purchased as DLC.
    • Coincidentally, both are Brawl newcomers.
  • As Lucas' down throw technically does not bury opponents and instead forces them into a unique position, if the character being thrown flinches lightly, they will snap back to their original position. In Super Smash Bros. for Wii U, the skirts of Peach's, Zelda's and Rosalina's dresses cannot keep up with the velocity change and will stay up. This technical oversight leads to odd results. However, this oversight does not occur in Super Smash Bros. for Nintendo 3DS.
  • Lucas' amiibo description on the official amiibo website is a combination of his Classic Mode trophy descriptions from Brawl and SSB4.
    • Oddly, his amiibo description carried over his Brawl trophy's mistranslation of his home, Tazumili Village, rather than its correct translation, Tazmily Village.
  • Lucas is the only veteran DLC character to have recycled voice clips.
    • He is also the only veteran DLC character to not have his voice actress in the DLC credits. His voice actress, however, was in the original credits before his return, as Larry, Morton, Wendy and Lemmy, and Lyn use her portrayals from New Super Mario Bros. Wii and Brawl respectively.
    • He is also the only DLC character to speak English in the Japanese version of the game, though Bayonetta can be technically included if her "A Witch With No Memories" alternate costume is counted.
    • Additionally, he is the only DLC character whose Final Smash is not showcased in his reveal trailer.
  • Oddly, Lucas' forward aerial has a hitbox that will load, but will then be deleted at the same time it appears. This hitbox deals 6% and has a punching sound effect on contact. However, it can be restored via modding.
  • Lucas has unused references to custom moves.
    • Additionally he has unused behavior for his PK Thunder that functions just like Ness' PK Thunder.
  • According to an interview with Sakurai, Lucas' alternate costumes were all chosen by one of the game's designers.
  • Lucas is the first and so far only DLC character who was released alongside others that were revealed later.

References