Template:SSB4 to SSBU changelist/Lucas

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Aesthetics

  • Change As with other previous downloadable fighters in SSB4, Lucas' appearance is largely unchanged, although his model features a more subdued color scheme due to the aesthetic used in Ultimate. Details on his clothes and weapons are more prominent, such as the stitching on his socks. Additionally, his hair is more defined, and his skin tone is slightly tanned.
  • Change Lucas faces the foreground at an angle, instead of facing directly forward. In addition, he always faces the screen regardless of which direction he turns, causing all of his animations to be mirrored while altering some. However, he reverts to Ness' previous idle animation while holding a small item.
  • Change Lucas has a new idle pose where he points to his forehead with his eyes closed with his leading hand and then waves it in front of him. It replaces the animation of Lucas waving his fists in front of him.
  • Change Lucas is more expressive: his eyes are now more prominent when using his attacks, as well as his new facial features when hit.
  • Change Lucas' PSI graphic effects have been changed: they are now dominantly light blue instead of magenta, closely resembling the colors of PK Love in Mother 3.
  • Change Lucas' left-inputted victory pose now has a light glow from where the Needle is pulled, as well as glittery particle effects coming from its trail. Lucas also strikes a different pose.
  • Change Lucas has a new victory theme; it is an arrangement of the last two out of the Eight Melodies from EarthBound Beginnings.
  • Change As with all previous downloadable fighters in SSB4, Lucas now has a unique Palutena's Guidance conversation.

Attributes

  • Buff Like all characters, Lucas' jumpsquat animation takes three frames to complete (down from 5).
  • Buff Lucas walks slightly faster (0.82 → 0.893).
  • Buff Lucas dashes faster (1.5 → 1.65).
    • Buff Lucas's initial dash is significantly faster (1.3 → 1.815).
  • Buff Lucas' air speed is slightly faster (1.1 → 1.155).
  • Buff Lucas' double jump grants much more height (34.48 → 44.13), increasing the height of his maximum jumping height (63.89 → 73.54).
  • Buff Forward roll has less ending lag (FAF 30 → 29).
  • Nerf Forward roll grants less intangibility (frames 4-17 → 4-15).
  • Nerf Back roll has more startup with less intangibility (frames 4-17 → 5-16) and more ending lag (FAF 30 → 34).
  • Buff Spot dodge has less ending lag (FAF 27 → 25).
  • Nerf Spot dodge grants less intangibility (frames 3-18 → 3-17).
  • Nerf Air dodge has significantly more ending lag (FAF 33 → 56).
  • Buff Air dodge grants more intangibility (3-28 → 3-30).
  • Buff The reintroduction of directional air dodges benefits Lucas more than the rest of the cast, as his directional air dodge grants more distance compared to other characters' (a trait he shares with Ness), and it provides him with a reliable recovery mixup to avoid leaving himself vulnerable by using PK Thunder.
  • Nerf Because footstools can now be teched, Lucas' "down throw/up aerial into footstool" combo game has been removed.

Ground attacks

  • Neutral attack:
    • Change All three hits of Lucas' neutral attack have more hitlag (1.0/1.0/1.0 → 1.7/1.8/2.0).
    • Buff Neutral attack's second hit can be interrupted sooner, improving its potential for mix-ups.
    • Nerf The second and third hits deal slightly less damage (2.0% (hit 2)/4.0% (hit 3) → 1.5%/3.5%), with compensation on the third hit's base knockback (60 → 64).
    • Nerf All hits have a lower duration (2-4 (hit 1)/3-5 (hit 2)/6-8 (hit 3) → 2/3/6-7).
    • Nerf The first and second hits have significantly smaller hitboxes, greatly reducing their range (jab 1: 2.8u/2.8u/3.5u → 1.4u/1.6u/1.8u/1.6u/1.8u, jab 2: 3.2u/3.2u/4.2u → 2.0u/2.2u/3.0u.
    • Change The third hit has altered sizes on their hitboxes and one less hitbox (3.0u/3.0u/5.0u → 4.0u/5.0u). The hitboxes are now placed independently from Lucas's body. Overall, this reduces its range.
    • Buff The third hit launches at a lower angle (48 → 361) and the two first hits now use the sakurai angle alongside a 180 tipper on the first hit, allowing both to lock.
  • Dash attack:
    • Buff Dash attack has less startup (frame 15 → 13) and less ending lag (FAF 39 → 38).
    • Buff Dash attack has a longer hitbox duration (frames 13-15 → 13-17).
    • Buff Dash attack has increased knockback scaling (70 → 81), increasing its KO power.
  • Forward tilt:
    • Buff Sweetspotted forward tilt deals more base knockback (30 → 55) and knockback scaling (75 → 80), increasing its KO power.
      • Buff The sweetspot also has a bigger hitbox during the first 2 active frames (4.7u → 5.6u).
  • Up tilt:
    • Buff Up tilt has less ending lag (FAF 37 → 34).
    • Change Up tilt now utilizes the electric effect.
  • Down tilt:
    • Buff Down tilt deals more damage (3% → 5%).
    • Buff Down tilt's close hit has more vertical angle (76° → 84°), allowing more consistent follow-ups.
    • Buff Down tilt has increased base knockback (18/8 → 20/10) and combined with its higher damage, makes it easier to combo at lower percents.
    • Nerf Down tilt has an altered animation and its far hit was removed, lowering its vertical range.
  • Forward smash:
    • Buff Forward smash has slightly less ending lag (FAF 47 → 46).
    • Buff Sweetspotted forward smash deals more knockback (88 → 91), improving its KO potential.
    • Nerf The reflector activates later with a shorter duration (frame 10-19 → 11-19).
  • Up smash:
    • Change Up smash's hitboxes are handled differently. The new hitbox positions jitter a bit more without affecting the total reach of the move.
    • Buff All of the second hit's hitboxes deal 2% more damage (19/18/16/14/12% → 21/20/18/16/14%) without compensation on their knockback , increasing their KO power.
    • Nerf The hitboxes in the second hit are all smaller (12u/11u/10u/8u/6.5u → 11u/10u/9u/6u).
    • Buff Up smash has more active frames (frames 30-53 → frames 30-55) due to having an additional hitbox.
    • Buff Up smash has more invincibility during startup (frames 1-4 → 1-7).
  • Down smash:
    • Change Lucas now bends his elbow after each shot of down smash, and his fingers are more pronounced throughout.
    • Buff All hits of down smash have increased active frames (2 → 3 frames).
    • Buff The three hits of Lucas's down smash now reset between hits, allowing it to hit opponents or shields multiple times.
      • Nerf The individual hits of down smash deal significantly less shield damage to compensate (0/0/0 → -10/-8/-6).

Aerial attacks

  • Buff All aerials excluding grab aerial have less landing lag (13 frames → 12 (neutral), 12 → 7 (forward), 15 → 9 (back), 12 → 7 (up), 24 → 16 (down)).
  • Neutral aerial:
    • Buff Neutral aerial has much larger hitboxes (5.3u (loop)/8u (last) → 6.9u/10.2u).
    • Buff Neutral aerial is harder to SDI out of, despite retaining its 2x modifier, as its hitlag has been reduced (1 → 0.44).
    • Nerf The looping hitbox has fewer active frames (frames 7-23 → 7-21), consequently reduces the maximum number of hits to 4, reducing its total damage (12% → 10%).
    • Nerf Neutral aerial now sends opponents behind or in front of Lucas depending on which part of the hitbox hits the last hit. This makes it more difficult to guarantee combos with.
      • Buff Although, this grants it followups with back aerial which were previously absent in Brawl and SSB4.
    • Change Lucas appears furious during the ending hitbox rather than looking scared.
  • Forward aerial:
    • Buff Forward aerial auto-cancels earlier (frame 38 → 34), re-enabling it to auto-cancel out of a short hop.
    • Buff Forward aerial's sweetspot deals more damage (11.5% → 12.5%), launches at lower angle (46° → 42°), and has increased knockback scaling (97 → 103), significantly improving its KO potential.
  • Back aerial:
    • Buff Back aerial auto-cancels earlier (frame 39 → 34), enabling it to auto-cancel out of a short hop.
    • Buff Back aerial has more active frames (frames 15-20 → 15-22), giving it additional vertical range below Lucas and allowing it to hit small targets.
      • Nerf The sweetspot for aerial opponents has a shorter duration (15-20 → 15-19).
    • Change Back aerial can now spike grounded opponents. While this benefits from opponents' inability to tech grounded spikes, this hinders its ability to send grounded opponents offstage from behind him.
  • Up aerial:
    • Buff Up aerial auto-cancels earlier (frame 38 → 34), re-enabling it to auto-cancel out of a short hop.
    • Buff Up aerial's hitbox is now attached to Lucas's head. This removes its blindspot and increases its range.
      • Buff The primary hitbox is now extended and an extra hitbox is added behind him on frames 8-10, giving the move a noticeable disjoint behind Lucas.
      • Change A motion trail has been added above Lucas's head to indicate the hitbox's new pattern.
    • Buff Up aerial has much less ending lag (FAF 46 → 32).
    • Buff Up aerial has increased active frames (frames 7-9 → 7-10), giving it additional horizontal range, and improving its juggling potential.
    • Nerf Up aerial deals less damage (13% → 11%) without full compensation on its base knockback (10 → 20), slightly hindering its KO potential.
      • Buff However, its higher base knockback combined with its lower ending lag makes it safer on hit and more useful for comboing at low percents.
  • Down aerial:
    • Buff Down aerial’s first three hits connect more reliably due to an altered angle (90° → 363°)
    • Nerf Down aerial now pushes grounded opponents away from its hitboxes, rather than picking them up from the ground as in Smash 4.
    • Nerf Down aerial’s hitboxes at Lucas’ feet are smaller (5u → 4.2u (Hits 1-3)/6.9u → 5.5u (Final hit)) and has an altered hitbox-placement (Y offset: -5 → -4), decreasing its range below Lucas.
  • Grab aerial:
    • Nerf Grab aerial has less range.
    • Buff Grab aerial has more active frames (9-19 → 9-21).
    • Buff Grab aerial deals slightly more damage (4% (clean)/2.8% (late) → 5% (snake head)/3% (arm and snake body)).
    • Buff Grab aerial has less ending lag (FAF 60 → 52).
    • Buff Grab aerial can be double jump canceled, allowing Lucas to use it very close to the ground to start combos and approach.

Throws and other attacks

  • Grab:
    • Change The ending animations of Lucas' grabs now feature interruptible animations during which the Rope Snake doubles back to return to Lucas.
    • Change Lucas's animation when holding a grabbed opponent has been altered; he now holds Rope Snake in one hand and uses the other to hold the opponent in place with telekinesis.
    • Change Lucas now features an angry expression on his face during his grab animation.
    • Nerf All grabs have less active frames (8 frames → 6 frames).
    • Nerf Standing grab has one frame more ending lag (FAF 46 → 47).
    • Buff Dash grab has one frame less ending lag (FAF 56 → 55).
  • Pummel:
    • Change Lucas' pummel animation now depicts him blasting his grabbed opponent with PSI.
  • Forward throw:
    • Change Forward throw's animation has been altered: Lucas throws the opponent with single-handed instead of two-handed.
    • Buff Forward throw has increased knockback scaling (65 → 69), improving its KO potential.
  • Back throw:
    • Change Lucas has a new back throw: a telekinetic-underhanded throw backwards.
  • Up throw:
    • Buff Up throw deals more knockback (78 base/69 scaling → 77/73), improving its KO potential.
  • Down throw:
    • Change Down throw has a new animation: Lucas lifts the opponent in the air using telekinesis, then forcefully slams them into the ground. It retains its aesthetic bury effect before the opponent is released.
    • Buff It deals noticeably more damage (6.5% → 11%), making it one of the most damaging down throws in Ultimate.
    • Nerf It has more ending lag (FAF 50 → 58), altered knockback (78 base/51 scaling → 100/32), and no longer inflicts 6 frames of hitlag on the opponent upon releasing them. Altogether, these changes significantly hinder its combo potential, no longer having guaranteed follow-ups past medium percents, and more importantly removing its KO confirm into up aerial at high percentages, which was one of his most reliable finishers in Smash 4.
    • Change It launches at a slightly more horizontal angle (80° → 74°).

Special moves

  • PK Freeze:
    • Change Lucas' animations during the move have been tweaked; Lucas himself now completely faces the screen, and the particle effects of the explosion now feature the PK Freeze graphic effects from Mother 3.
    • Buff PK Freeze deals 1% more damage on all charges (9%-22% → 10%-23%).
    • Buff PK Freeze deals more knockback (80 (base)/21 (growth) → 35/60), improving its KO potential.
    • Buff The projectile travels faster, giving it more utility overall.
    • Buff The projectile can now travel through soft and semisoft platforms.
    • Buff PK Freeze no longer dissipates upon making contact with hard platforms and can instead be held at the ground until the move is fully charged.
    • Buff The projectile now launches opponents at a horizontal angle (80° → 34°) away from Lucas (no matter which direction he faces), making it significantly better for edgeguarding and KOing.
    • Buff Lucas no longer becomes helpless when firing PK Freeze in the air.
    • Buff It has more active frames (1 → 4).
    • Nerf The changes to freeze duration make the move freeze for much less time when charged, especially at low percents, which combined with the knockback changes removes the move's followup potential, and effectively reduces its damage output overall.
    • Nerf Fully charged PK Freeze has more startup (89 → 92) with its total duration compensated (115 → 118).
  • PK Fire:
    • Change Lucas' hands now feature a red spark until PK Fire is fired, similarly to his finger in his down smash animation. The same spark appears when PK Fire successfully connects. PK Fire's graphics from Mother 3 now appear when Lucas fires it and when it bursts.
    • Buff PK Fire has slightly increased damage (9% → 10%).
    • Buff PK Fire has increased knockback growth (97 → 110) and launches at slightly lower angle (45° → 42°), improving its KO potential.
    • Change PK Fire's projectile travels faster (speed: 2.5 (ground)/2.8 (air) → 2.8/3.1), but doesn't last as long (19 frames → 18). Overall, the projectile travels slightly further, but is less obstructive.
    • Nerf The flame pillar doesn't last as long (30 frames → 20).
  • PK Thunder:
    • Change PK Thunder's graphic effects have been changed; rather than maintaining its magenta coloration from Smash 4, PK Thunder has been changed to be varying hues of blue. The move has also gained particle effects which resemble its respective PSI graphics from Mother 3.
    • Buff PK Thunder's electric ball travels faster.
    • Buff Grounded PK Thunder has less ending lag.
    • Change It has an angle indicator when the ball of lighting moves close to Lucas. While this allows for the player to more accurately determine the trajectory Lucas will travel during PK Thunder 2, it also makes it more predictable to opponents.
  • PK Thunder 2:
    • Buff PK Thunder 2 has less landing lag.
    • Buff The window for using PK Thunder again after bouncing against a wall is much bigger.
    • Nerf Lucas' momentum at the end of PK Thunder 2 is lower, slightly shortening its recovery distance.
    • Nerf PK Thunder 2 deals less damage when all hits connect (35.5% → 32.5%).
    • Change PK Thunder 2's last hit now triggers Special Zoom.
  • PSI Magnet:
    • Change PSI Magnet now features its PSI graphics from Mother 3 upon usage. Lucas' back is angled lower in the end of his animation, similar to the beginning of his run animation in Mother 3.
    • Change PSI Magnet's launching hitbox is now extended (Z offset: 12 → 7-9), however, it isn't as far out, reducing its maximum reach, but making it more consistent at hitting opponents close to Lucas.
    • Buff PSI Magnet now features a windbox on frame 6 which drags opponents closer to the PSI Magnet's hitbox.
      • Change This windbox doesn't scale with the opponents' percentage when Lucas is on the ground, but it does in the air.
    • Buff PSI Magnet begins absorbing sooner (10 → 7 frames) and has less ending lag (36 → 28 frames).
    • Nerf PSI Magnet no longer halts Lucas's momentum in the air. This prevents Lucas from being able to use it to mix up his landing as effectively.
    • Nerf PSI Magnet heals noticeably less (heal multiplier: 2.5x → 2x).
  • PK Starstorm:
    • Change PK Starstorm is now similar to its Brawl iteration, firing meteors inwards towards the center of the stage, but at a slower rate and with slower meteors. His pose during the move no longer reuses the animation of Ness' Final Smash, and is instead replaced with one reminiscent of his animation in Brawl. Lucas is also assisted by Kumatora and Boney. Like his other PSI moves, the move features graphics from PK Starstorm's animation in Mother 3, including the background from the Final Boss.
      • Change However, the trajectory of the meteors can still be angled.