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Lucario (PM): Difference between revisions

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==Trivia==
==Trivia==
*Lucario's yellow palette swap resembles its {{s|bulbapedia|Shiny}} coloration. A minor cosmetic error, however, gives Lucario blue eyes instead of red, like his appearance from the Pokemon main series, in ''Project M''.
*Lucario's yellow palette swap resembles its {{s|bulbapedia|Shiny}} coloration. A minor cosmetic error, however, gives Lucario blue eyes instead of red, like his appearance from the Pokemon main series, in ''Project M''.
*Lucario's black palette swap is used in ''Super Smash Bros. 4''. It's the first palette swap to be for a mod first and then in a main series game next. However, this may just be a coincidence because Nintendo isn't involved with ''Project M''.
*Lucario's black palette swap is used in ''Super Smash Bros. 4''. It's the first palette swap to be for a mod first and then in a main series game next. However, this is coincidental.
*Lucario's white and black colour variants for his Gi alternate costume loosely resemble the characters Ryu and Akuma (respectively) from Capcom's fighting game series ''Street Fighter''.  Not only that, but Lucario also has animations in his moveset for Project M that match the 3 staple moves of the "shoto" characters from Street Fighter: his Neutral Special [[Aura Sphere]] resembles the Hadouken, his Up-Smash is an uppercut reminiscent of the Shoryuken, and his Neutral Aerial is a spinning kick which looks like the Tatsumaki Senpukyaku.
*Lucario's white and black colour variants for his Gi alternate costume loosely resemble the characters Ryu and Akuma (respectively) from Capcom's fighting game series ''Street Fighter''.  Not only that, but Lucario also has animations in his moveset for Project M that match the 3 staple moves of the "shoto" characters from Street Fighter: his Neutral Special [[Aura Sphere]] resembles the Hadouken, his Up-Smash is an uppercut reminiscent of the Shoryuken, and his Neutral Aerial is a spinning kick which looks like the Tatsumaki Senpukyaku.



Revision as of 14:25, December 2, 2014

Lucario
in Project M
Lucario SSBB.jpg
PokemonSymbol.svg
Universe Pokémon
Base game appearance Brawl
Moveset inspiration Lucario (SSBB)
Alternate costume Gi Lucario
LucarioHeadSSBB.png
Lucario's GI Costume in Project M 3.5

Lucario is a playable character in the Brawl mod Project M. It has had its mechanics nearly entirely reimagined between Brawl and Project M.

Attributes

Lucario is effectively a completely different character in PM than it is in Brawl. Its previous main attribute, that of aura increasing its damage output when it is at high percentages, has been completely removed and replaced with a system that mimics behaviour of traditional fighting games, with some of its new moves, such as its up smash and forward tilt, even resemble attacks from other fighting games.

Lucario has command of a type of interruptibility termed as a "magic series". There are two lists of attack types: "neutral/dash, tilt, smash, special" and "aerial, special". If Lucario hits a foe or a shield with an attack, it can immediately interrupt the attack's ending lag with any attack that's next in the list. The string can begin at any point and can skip over items in the middle, but cannot go backwards or link into itself. For example, connecting with a neutral attack allows Lucario to instantly use a tilt, smash attack, or special attack, while hitting with a smash will allow any special attack. This allows Lucario to string together up to 4 attacks extremely quickly.

Second of all, every attack landed by Lucario gives it "aura points", equal to 1.2x the damage dealt (if a shield is hit, 0.6x is earned instead). Upon accumulating 50 aura points in one stock, Lucario earns an "aura charge" that it can spend to amplify the power of a special move by pressing the special attack and neutral attack buttons simultaneously. Lucario can hold 2 charges (which takes just over 83% damage to build up), but loses all its points and charges if it is KO'd. However, it begins each stock with one aura charge.

With these two mechanics put together, Lucario's goal is to put together long combos to rack up damage and finish the opponent with a powered-up special move.

Changes from Brawl to PM

  • Buff Lucario is consistently stronger in its moveset as it remains strong throughout the match instead of getting stronger with its damage rising.
  • Buff Up smash is now a leaping uppercut with repeating hitboxes leading to a strong final hit. It deals up to 19% damage, and can be jump canceled on hit and turned around during start-up. It has overall much more utility than its old up smash.
  • Buff Neutral aerial is now a spinning hurricane kick with longer range that does higher damage (15%) and lingers after a strong initial hit.
  • Buff Foward aerial does much more damage.
  • Buff Up taunt gives Lucario 5 aura points.
  • Buff Force Palm can be used in a series and meteor smashes aerially-grabbed opponents. The super version of the move also spikes.
  • Buff ExtremeSpeed deals slight damage and knockback with repeating hitboxes (up to 13%).
  • Nerf Aura Sphere moves more slowly the more charged it is and has fewer charge levels.
  • Nerf If ExtremeSpeed is cancelled, Lucario becomes vulnerable to the grab release glitch.
  • Change Aura mechanics revamped as described above.
  • Change Double Team is no longer a counter. It is now a short dash which grants invincibility. While in the air, Lucario will dash diagonally downwards. It can be canceled by any normal attack at the cost of one aura charge.

Revisions

2.5b

  • Buff Is now able to on-hit cancel during hitlag, which also effectively reduces the startup of the move by 1, and is able to OHC using the C-Stick during hitlag.
  • Buff Jab 2 hits and can transition into jab 3 slightly faster to match the animation.
  • Buff Jab 3 hits and ends earlier in the animation, reaches crouching and landing opponents better, and base knockback and angle lowered slightly.
  • Buff Dash attack weak hitbox ends sooner when it lowers its leg and the graphic ends, angle lowered a bit, and has less base knockback and more growth.
  • Buff Forward tilt hitbox comes out sooner, its arm during the swing is intangible, and IASA is much earlier.
  • Buff Down tilt foot aura hitbox does more damage and meteors against grounded foes.
  • Buff Neutral air has new graphical and sound effects, and damage and knockback are increased.
  • Buff Forward air autocancels sooner, strong hit has slightly reduced base knockback, increased growth, and lasts slightly longer.
  • Buff Back air hand aura hitbox on strong hit does more damage, base knockback, and has a more horizontal trajectory.
  • Buff Up air foot aura hitbox does slightly more damage, base knockback, growth, and sends more vertically.
  • Buff Dash grab and turn grab have a third grab box added.
  • Buff Up throw release point adjusted to be more in front and look less awkward, and knockback growth increased significantly.
  • Buff Double Team is reversible and preserves horizontal momentum on startup.
  • Buff Double Team movement during dash increased and smoothed out to provide more momentum when canceled at any length, goes a slightly longer distance overall, and in the air transitions into fall better.
  • Nerf Back air weak late hit removed.
  • Nerf Aerial super Force Palms throw knockback growth reduced a bit.
  • Change Lucario's glowing hands for the first charge towards a super are fainter and blue, second charge is white when it has two.
  • Change All of Lucario's hitbox placements, sizes, and durations cleaned up. Graphical effects adjusted to, in most cases, represent the outermost hitboxes.
  • Change Jabs, dash ttack, forward/up/down tilt are now SDIable like normal.
  • Change Jab 2 and forward smash are slightly more advantaged on block.
  • Change Jab 3, forward tilt, and up tilt are more advantaged on block.
  • Change dash Attack, down tilt, and down smash are slightly less advantaged on block.
  • Change Many of Lucario's sound effect timings corrected.
  • Change Spot dodge invincibility duration adjusted to be more appropriate for its total duration compared to the next best dodge tier.
  • Change Jab 1 & 2 inner hits link better into the next jab.
  • Change Dash attack no longer buffers into special moves on hit by holding down the special button, and works like any other OHC input that requires pressing the button.
  • Change Dash attack has new graphical effects, uses aura element, travels a shorter distance, and IASA is a bit later.
  • Change Dash attack strong hit duration shortened to be able to space for the weak hit better, sends much more horizontally except for at the foot aura hitbox, and knockback adjusted slightly.
  • Change Forward tilt has a lower angle, more base knockback, and less growth.
  • Change Down tilt startup greatly reduced, damage decreased slightly, and IASA is earlier.
  • Change Forward smash hitbox ends sooner, slightly less base knockback on weak hit, and momentum is preserved on startup to be able to slide during it.
  • Change Up smash charges up properly, scaling damage and knockback accordingly when charged.
  • Change Up smash animation cleaned up, has an aura trail added to the fist, and it steps into the move instead of back giving it much more range.
  • Change Up smash links better, is able to cancel into landing while moving downwards, and knockback growth on the final hit decreased slightly.
  • Change Down smash startup greatly reduced, knockback growth decreased slightly, and inside hitbox on his front side is clankable like the other three hitboxes.
  • Change Forward air foot aura hitbox on strong hit does increased damage, base knockback, and has a more vertical trajectory.
  • Change Forward air weak hit damage decreased slightly, knockback growth increased, and the hit duration is reduced.
  • Change Back air strong hit does slightly more damage, has less base knockback and growth, and lasts slightly longer.
  • Change Up air autocancels sooner, IASA is much earlier, and knockback growth and hit duration are decreased.
  • Change Down air second hit has less base knockback and more growth.
  • Change Forward throw startup speed adjusted to look more like a throw than a spasm.
  • Change Down throw speed is weight dependent and has significantly less startup to be harder to DI.
  • Change Down throw damage and angle decreased slightly, has less base knockback, and more growth.
  • Change Quick get up attack does not whiff when they are standing very close to the edge.
  • Change Aura Sphere charge cancel now has its own animation which allows canceling into wait instead of into Shield, and the charge hits' hitlag is increased.
  • Change Super Force Palm and ExtremeSpeed are no longer activated with the C-Stick.
  • Change Force Palms grab has more startup, but grab duration is slightly longer.
  • Change Force Palms attack hitboxes adjusted in damage and knockback, with the closest being the strongest.
  • Change Grounded Force Palms near instant interrupt removed, animation shortened, and the Normal version has less base knockback and more growth.
  • Change ExtremeSpeed hitboxes adjusted so that the final hit will actually come out before the animation ends, and has a hitbox when grabbing the edge.
  • Change ExtremeSpeed uses weight dependent set knockback on multihits and super cancel instead of base knockback and no growth, and the multihits are not as SDIable.
  • Change ExtremeSpeed and Double Team have priority over Force Palm for OHCs when inputting diagonally.
  • Change Double Team startup increased significantly, but is intangible when it begins to move instead of partially into the dash.

2.6b

  • Buff Aerial Force Palm grab collisions adjusted to cover slightly more vertical area.
  • Buff Double Team can be interrupted sooner on the ground.
  • Change Forward tilt animation improvements, and provides more forward momentum when canceled early.
  • Change Aura Sphere charge ball startup begins hitting slightly later and is held closer in at the start to not interfere with knockback as easily when canceled into during hitlag.
  • Change Fixed a glitch with aerial Force Palm used directly out of hitstun where Lucario would fall after grabbing an enemy.
  • Change ExtremeSpeed cancel end animation transitions better into fall.

3.0

  • Buff Lucario starts each stock with an Aura charge.
  • Buff Neutral air is now a multi-hit aerial with similar power.
  • Buff Up throw has slightly less endlag.
  • Buff Down throw has slightly less total duration.
  • Buff Double Team has less startup and is invincible slightly longer. Same total duration.
  • Nerf Wallcling can no longer be activated out of ExtremeSpeed ending.
  • Change Fully charge Aura Sphere travels slightly slower.
  • Change Aura Sphere charging scales travel speed slightly more quickly.
  • Change Final Smash beam is larger, turns faster and further, and is more powerful.

3.5

  • Buff Shield size was increased from 6.5 to 8.6
  • Change Lucario has gained a crawling tilt
  • Nerf He once again has Aura charges carried over between stocks
  • Nerf Powered and non-powered aerial Force Palm's angles were decreased
  • Nerf Double Team's invincibility frames end 3 frames earlier (28 to 25), and does not refresh on hit

Moveset

Up to date as of [version].

Name Damage Description
Neutral attack

Combo Classic-Aura

3% then 2% then 5% Waves its hand forward, does a palm thrust, and then kicks high. Each hit has whitish blue aura accompanying it and moves Lucario a fair bit forward. The first hit can combine with other attacks well, especially grabs, and is part of the Magic Series. By using the first strike, Lucario can initiate a Force Palm grab, standard grab or tilt to start a combo.
Forward tilt Spinning Backfist 10% Lucario spins around, attacking with the back of his hand. This can be part of a Magic Series, as all tilts are.
Up tilt Half-Moon Kick 7% Swings its leg in an arc over its head. Quick and can juggle.
Down tilt Ground Jab 6% (body) 8% (tip) Sweeps one leg out along the ground. Paws flare up slightly when it does this.
Crawl attack Low Sweep 10% Possibly similar to a move in the Street Fighter Series, Lucario preforms a low sweeping kick attack to the opponent. Leg flares up while doing this.
Dash attack Low Kick 10% (clean) 7% (late) Lucario slides one leg forward on the ground, hitting low.
Forward smash Aura Blaze 14% (body) 16% (aura) Lucario places its paws together in front of itself and shoots a blast of bluish white aura energy, with great range and a good amount of active frames. The sweetspot is where the aura part of the attack connects, and can KO heavyweights around 115% if hit near the edge.
Up smash Rising Dragon Fist (Shoryuken) 2% - 17% Inspired by the Shoryuken uppercut attack from Capcom's Street Fighter series, Lucario performs a multi-hitting leaping uppercut, ending with a strong final hit. It deals up to 17% damage, and can be jump canceled on hit and turned around during the start-up. It has overall much more utility than its original up smash from Brawl.
Down smash Aura Hands 14% Lucario brings its paws down to either side of it in a downwards slapping motion. It has rather slow start-up and noticeable ending lag for a down smash if the move misses.
Neutral aerial Hurricane Kick (Tatsumaki Senpukyaku) 15% (clean) 9% (late) Based on another move from the Street Fighter series, Lucario performs a one-legged spinning kick. It has longer range, dealing up to 15% damage, higher than his original neutral aerial. The attack lingers after its strong initial hit.
Forward aerial Aura Kick 12% (clean, foot) 11% (clean, body) 8% (late) Lucario kicks forward with a slight upwards tilt. Hitbox extends everywhere except above Lucario. The sweetspot is at the tip of his foot, and is Lucario's fastest aerial at start-up.
Back aerial Knockoff 15% (tip) 14% (body) Lucario throws one paw backwards, similar in appearance to Ganondorf's back aerial. Accompanied by standard little burst of bluish white aura. It has great horizontal knockback when hit with the sweetspot at the tip of the attack with good horizontal reach.
Up aerial Scalding Aura Kick 12% (tip of foot) 11% (body) Kicks similarly to its forward aerial, but higher, hitting in front of its head. The hitbox covers its entire body, but the sweetspot is the Aura burst near the foot. This aerial has good defensive capabilities due to the hitbox covering its body.
Down aerial Rapid Aura Kick 8% (2 hits) Lucario pauses in the air, thrusts its feet together downwards, and lets out a fairly large burst of aura energy. Fairly long duration, and has unique properties that make it an incredibly useful attack. When it starts the move, all of its momentum is immediately canceled. It can be used to perform a "pseudo-SHFFL", if used immediately after jumping, Lucario will cease to jump and immediately use the attack, making it one of the lowest possible attacking aerial moves. There is also no landing lag when doing this, as the entirety of the move is performed stationary in midair. Excellent knockback on 2nd hit, which allows Lucario to stage spike with it. Often considered one of its best attacks due to having almost no start-up lag and being a great combo finisher. This move also makes it that Lucario can make the smallest jumps in the game.
Grab Draw in Grabs the enemy with both of its hands.
Pummel Numbing Aura 3% Sends an instant pulse of Aura into its opponent with little lag (if any). Very fast. Very low damage at low damages makes up for speed, being the only pummel in the game capable of doing no damage on a hit. 1% damage. Only the first hit counts towards Stale-Move Negation.
Forward throw Ablaze Toss 10% Uses Aura to blast opponent forward. Lucario's fastest throw.
Back throw Vital Slam 10% Turns and slams the opponent behind itself. Has relatively fast speed.
Up throw Mystic Aura 6% Uses aura to hit the opponent upwards with its paw. Low knockback allows this to set up follow-up attacks and can chain throw heavyweights and fast fallers at very low percentages.
Down throw Earthly Slam 7% Slams opponent straight into the ground in front of Lucario. Can set up combos at low percentages quite effectively. It starts becoming less useful for set ups at higher percentages. This move somewhat depends on the opponent's DI, but leaves them in a vulnerable position regardless of where they are sent flying.
Floor attack (front) Martial Recovery 6% Spins around while getting up, kicking on one side, and punching on the other.
Floor attack (back) Martial Recovery 6% Spins around while getting up, kicking on one side, and punching on the other.
Floor attack (trip) Recovering Kicks 5% Lucario kicks forwards, then backwards.
Edge attack (fast) Adrenaline Save 7% Lucario quickly gets back on the stage, attacking with a burst of Aura. Excellent range makes this a very good ledge attack.
Edge attack (slow) Packed Aura Save 10% Lucario slowly brings its feet over its head (a semi-flip) and kicks, releasing aura. Rather slow and not recommended unless as surprise attack.
Neutral special Aura Sphere Has only five levels of charge, the final one being available for only two frames before full charge. The super version of this attack is an extremely large Aura Bomb that moves even slower than the normal fully charged version and does much greater knockback and damage (25%). It also has hitboxes around Lucario on startup.
Side special Force Palm Acts as a meteor smash when grabbing an opponent in the air. The grounded super version gains knockback, and the aerial version will spike the opponent instead of meteor smashing them (as it sends them at a more diagonal angle).
Up special ExtremeSpeed The super version cancels the move with a pelvic thrust that does 3% damage with slight knockback, which can be canceled into any action except another ExtremeSpeed.
Down special Double Team No longer a counter move. It is now a short dash which grants invincibility frames. While in the air, Lucario will dash diagonally downwards. It can be canceled into any normal attack at the cost of one aura charge.
Final Smash Aura Storm 15% (start up) 1-62% (beam) (87% total) Has wider range.

In competitive play

Notable players

Alternate costumes

Lucario got a costume with a gi that has the Fighting and Metal type emblems from the TCG on the back, an Expert Belt, and a Focus Band. This costume also has a black variation.

Lucario's alternate costumes in PM

Trivia

  • Lucario's yellow palette swap resembles its Shiny coloration. A minor cosmetic error, however, gives Lucario blue eyes instead of red, like his appearance from the Pokemon main series, in Project M.
  • Lucario's black palette swap is used in Super Smash Bros. 4. It's the first palette swap to be for a mod first and then in a main series game next. However, this is coincidental.
  • Lucario's white and black colour variants for his Gi alternate costume loosely resemble the characters Ryu and Akuma (respectively) from Capcom's fighting game series Street Fighter. Not only that, but Lucario also has animations in his moveset for Project M that match the 3 staple moves of the "shoto" characters from Street Fighter: his Neutral Special Aura Sphere resembles the Hadouken, his Up-Smash is an uppercut reminiscent of the Shoryuken, and his Neutral Aerial is a spinning kick which looks like the Tatsumaki Senpukyaku.

External links