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Aura Sphere: Difference between revisions

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{{Infobox Special Move
{{Infobox Special Move
|name=Aura Sphere
|name=Aura Sphere

Revision as of 18:29, February 4, 2014

Aura Sphere
Aura Sphere
Aura Sphere being charged in Brawl.
User Lucario
Universe Pokémon
Article on Bulbapedia Aura Sphere

Aura Sphere (はどうだん Hadōdan Wave/Surge Bullet) is Lucario's neutral special move in Super Smash Bros. Brawl. The move acts similarly to Mewtwo's Shadow Ball from Melee; in fact, Aura Sphere is identical in appearance to Shadow Ball (complete with electric orb-style effects), but colored blue instead of purple.

Overview

The attack consists of Lucario concentrating Aura energy into a spherical shape in its paws, and then releasing it. It can be charged, and while doing so, any other fighter who touches the sphere takes a small amount of damage. Lucario can also continue to hold the sphere after it is fully charged, allowing it to take advantage of its damage dealing ability, or store it for later use (which is done by either moving to the left/right or by pressing the shield button). The sphere charges relatively fast, taking about half the time to fully charge as Samus' Charge Shot would. It takes about 1.5 seconds for the sphere to charge. It can be used as a stage controller, powerful edgeguarding option, and a spammable projectile with uncharged Aura Spheres. The Aura Sphere hitbox while charging is a great way to refresh Lucario's moveset. It is also a high shield-pressure method and will quickly break an opponent's shield. The reason that it quickly breaks shield is the amazing speed behind the multiple hits of the charge which quickly wears away at the opponent's shield.

When fully charged, Aura Sphere travels in a straight line but when fired without charging flies in an up-and-down wave motion similar to the path Mewtwo's Shadow Ball from Melee. Due to Lucario's rather floaty aerial maneuverability, it is possible to constantly fire Aura Spheres while approaching foes from the air. A fully charged Aura Sphere's damage output changes dramatically as Lucario takes damage, starting out as low as 13% damage and up to 39% damage, but it all depends on the amount of damage Lucario has taken and stock advantage/disadvantage before attacking with it. In addition, Aura Sphere's size, when fully charged, is quite different at higher percentages, possibly amounting to be three times as large when Lucario has taken heavy damage as opposed to when it is at 0%.

Reverse Aura Sphere

It is known that the direction of every character's standard special move can be reversed by tapping the control stick/d-pad in the opposite direction immediately before or after pressing the special button (the exception being Sonic and his Homing Attack).

Lucario and his respective neutral special (Aura Sphere) stand out from others in regard to this technique, however. When performed with a directional jump, Lucario will not only turn around but also, with correct timing, his jump animation will reverse itself entirely (essentially bringing Lucario back to the origin of the jump.)

Coupled with the fact that Lucario's Aura Sphere generates a hitbox while charging, can be stored, and (if not fully charged) is a non-obligatory attack on on ground and in midair (charging process can be cancelled with a guard, as opposed to Link or Marth, whose charged neutral special moves are carried out as soon as the special button is released), Lucario's reversed Aura Sphere can be incorporated into gameplay beyond something as simple as a change of direction. Thus, the technique is notably named: Reverse Aura Sphere. This video demonstrates this technique.

Gallery

Origin

Aura Sphere as it appears in Pokémon X and Y.
An Aura Sphere attack in Generation V.

The attack can be considered Lucario's signature attack, and is featured prominently in the movie Lucario and the Mystery of Mew as the prime example of Lucario's ability to manipulate Aura. In the Pokémon universe, Aura Sphere can be learned only by exceptional Legendary Pokémon, as well as Lucario, Togekiss, Mienfoo, and Mienshao. Introduced in Generation IV, it is a powerful special Fighting-type attack with a base power of 90 in Generations IV to V and a base power of 80 in Generation VI and never-miss accuracy; it can only miss when the opponent is not on the field through using moves similar to Dig or Fly, or when the opponent is a Ghost-type Pokémon. Lucario learns this attack at level 37 in Generation IV, level 51 in Generation V, and at level 42 in Generation VI. It cannot be learned by using a TM and is the strongest move that cannot miss.

Trivia

  • If two Lucarios are close together, facing the opposite direction and use Aura Sphere to charge, enemies will get trapped between the charging Aura Spheres (and may sometimes have a "vacuum" effect). This tactic is relatively useful in 15 Minute Brawl.
  • Lucario has three vocal sound effects when firing an Aura Sphere: one each for weak, partial, and fully charged attacks respectively.
  • When Kirby Inhales Lucario, Kirby's Aura Sphere does not change according to his damage like Lucario's does. It stays at a fixed value of what it would be at 75% on Lucario.
  • If Kirby uses his Final Smash while Lucario is charging an Aura Sphere from a safe distance (or on the same team), it will absorb the sphere, but Lucario will continue to charge with nothing there. If one gets close to Lucario no damage will be dealt since the Aura Sphere technically does not exist. Lucario can still shoot it but nothing will happen.
  • Since charging Aura Sphere causes enemies that touch the charging sphere to be hit, it is possible to create a stage that bounces a large character, in Training Mode, back to the sphere, creating the ability to get extortionate combos which unlock the required trophies.