Lucario (SSB4): Difference between revisions

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==Changes from ''Brawl''==
==Changes from ''Brawl''==
Lucario has received a mix of buffs and nerfs in the transition from ''Brawl'' to ''SSB4''. The modifications to [[Aura]] both help and hinder Lucario, and make it much more of a "high-risk, high-reward" character. A number of its attacks have improved combo potentials with minimum to low Aura, but at the cost of their KO potential. Conversely, Lucario's strongest attacks KO reliably even with average Aura, but its combo potential largely wanes as a trade-off.
Lucario has received a mix of buffs and nerfs in the transition from ''Brawl'' to ''SSB4''. The modifications to [[Aura]] both help and hinder Lucario, and make it much more of a "high-risk, high-reward" character. Lucario starts off with a lower Aura multiplier and it takes longer for Lucario to reach maximum Aura although Lucario is much stronger once it reaches maximum Aura and Aura charges up slightly faster. A number of its attacks have improved combo potentials with minimum to low Aura (although this is also due to the changes to [[hitstun canceling]]), but at the cost of their KO potential.  


Like Aura, Lucario itself has been buffed and nerfed both directly and indirectly. Thanks to the changes to [[hitstun canceling]], up and down throws are reliable combo starters with minimum to low Aura. By extension, up and down tilts have decent combo potential with minimum to low Aura. However, all of them barring up throw deal less damage. [[Extreme Speed]] is safer against edgeguarding thanks to receiving a hitbox, and its distance scales with Aura. However, it is still susceptible to punishment, either by overshooting it while at high to maximum Aura, or by failing to mitigate its noticeably higher ending lag via landing on solid ground. Lastly, Lucario's smash attacks have slightly longer ranges, but are noticeably laggier.
Like Aura, Lucario itself has been buffed and nerfed both directly and indirectly. The changes to [[hitstun canceling]], make up and especially down throws combo starters with minimum to low Aura despite the former's higher knockback. By extension, up and down tilts have improved combo potential with minimum to low Aura. However, all of them barring up throw deal less damage. Lucario's recovery has noticeably improved as its air speed is significantly higher and [[Extreme Speed]] ihas received a hitbox, and its distance scales with Aura making it safer and travel more distance. However, it is still susceptible to punishment, either by overshooting it while at high to maximum Aura, or by failing to mitigate its noticeably higher ending lag via landing on solid ground. Lastly, Lucario's smash attacks have slightly longer ranges, but are noticeably laggier.


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


However, Lucario is still burdened in certain ways. Its grounded mobility is slightly below-average at best in spite of its improvements, which in turn results in it retaining an unimpressive neutral game. By extension, Lucario's faster falling speed and higher gravity result in it becoming more vulnerable to combos. Extreme Speed covers only an average amount of distance with minimum to low Aura, while Aura Sphere is only useful for KOing when Lucario has at least average Aura. Overall, Lucario has achieved respectable results in spite of its relatively small playerbase.
However, Lucario has received some significant nerfs. One of the most prevalent nerfs Lucario received across its moveset is that many of its attacks have shorter hitbox durations hindering Lucario's spacing ability. A noticeable example of this is forward aerial where its duration was decreased from 14 frames to a mere 2 frames. Forward aerial also has an altered angle and significantly increased base knockback hindering its combo and edgeguarding potential (although the removal of hitstun canceling has allowed it to maintain its combo potential). Lucario's down aerial is also weaker and has a weaker stalling effect hindering its spacing potential. Lucario's falling speed has significantly increased which hinders its aerial game and makes it much more susceptible to combos combined with the removal of hitstun canceling. Lucario's endurance is also noticeably worse especially horizontally. Lucario's weight is slightly lower and its gravity is higher making it easier to KO horizontally. The removal of [[momentum canceling]] and the introduction of rage further reduce Lucario's endurance making it harder for Lucario to build up Aura despite its changes. Lucario's damage output without maximum Aura is also lower hindering Lucario's damage racking abilities unless it has full aura. Lastly, Lucario's jab is significantly laggier removing the strong [[jab cancel]]ing potential it used to have.
 
Overall, Lucario is a less well rounded character being more of a high risk, high reward character. Lucario has greater KO potential especially with high aura in exchange for having an overall worse moveset and reduced survivability which makes it harder for Lucario to survive long and build up Aura. The changes to ''Smash 4''{{'}}s mechanics benefit Lucario overall albeit not to the extent of some other returning veterans as Lucario did receive a couple of hindrances to the new mechanics. Lucario's strength overall relative to the cast remains similar and it has achieved respectable results in spite of its relatively small playerbase.


===Aesthetics===
===Aesthetics===
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===Attributes===
===Attributes===
*{{change|Aura has updated multipliers (0.7× → 0.66× (lowest), 1.4× → 1.7× (highest)) and percentage windows (0%-20% (minimum Aura)/21%-74% (low Aura) → 0%-69% (minimum to low Aura), 75%-169% → 70%-189% (average to high Aura), 170%+ → 190%+ (maximum Aura)). These changes improve Lucario's combo potential with minimum to low Aura, and improve its KO potential with average to maximum Aura. However, they hinder its KO potential with minimum to low Aura, and hinder its combo potential with average to maximum Aura.}}
*{{buff|Aura has updated multipliers (0.7× → 0.66× (lowest), 1.4× → 1.7× (highest)) and percentage windows (0%-20% (minimum Aura)/21%-74% (low Aura) → 0%-69% (minimum to low Aura), 75%-169% → 70%-189% (average to high Aura), 170%+ → 190%+ (maximum Aura)). While Lucario is weaker with no Aura, Lucario builds up Aura faster and while it takes longer for Lucario to reach maximum Aura, Lucario is significantly stronger with maximum Aura. These changes improve Lucario's combo potential with minimum to low Aura, and improve its KO potential with average to maximum Aura. However, they hinder its KO potential with minimum to low Aura, and hinder its combo potential with high to maximum Aura.}}
*{{buff|Lucario's entire moveset is now affected by Aura.}}
*{{buff|Lucario's entire moveset is now affected by Aura.}}
*{{change|Lucario is [[weight|lighter]] (100 → 99).}}
*{{change|Lucario is [[weight|lighter]] (100 → 99).}}
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*{{buff|[[Air dodge]] has less startup (frame 4 → 2) and ending lag (frame 40 → 32).}}
*{{buff|[[Air dodge]] has less startup (frame 4 → 2) and ending lag (frame 40 → 32).}}
*{{nerf|Air dodge has a shorter duration (frames 4-29 → 2-25).}}
*{{nerf|Air dodge has a shorter duration (frames 4-29 → 2-25).}}
*{{change|Lucario [[falling speed|falls]] faster (1.2 → 1.68). This improves its vertical endurance, but makes it more susceptible to combos.}}
*{{change|Lucario [[falling speed|falls]] much faster (1.2 → 1.68). This improves its vertical endurance, but makes it more susceptible to combos.}}
*{{change|Lucario's [[gravity]] is higher (0.0625 → 0.084). This improves its aerial mobility, but hinders its horizontal endurance.}}
*{{change|Lucario's [[gravity]] is higher (0.0625 → 0.084). This improves its aerial mobility, but hinders its horizontal endurance.}}
*{{nerf|[[Roll]]s have a shorter duration (frames 4-19 → 4-14) and have more ending lag (frame 28 → 30).}}  
*{{nerf|[[Roll]]s have a shorter duration (frames 4-19 → 4-14) and have more ending lag (frame 28 → 30) going from among the best rolls in the game to slightly above average rolls.}}  
*{{nerf|[[Sidestep]] has a shorter duration (frame 2-20 → 2-15) and has more ending lag (frame 26 → 27).}}
*{{nerf|[[Spotdodge]] has a shorter duration (frame 2-20 → 2-15) and has more ending lag (frame 26 → 27).}}
*{{buff|The newly-added [[rage]] stacks with the effects of aura.}}
*{{buff|The newly-added [[rage]] stacks with the effects of aura further improving Lucario's KO potential with high Aura.}}
*{{nerf|However, the introduction of rage combined with the removal of [[momentum canceling]] as well as Lucario's lower weight and higher gravity significantly hinders Lucario's endurance making it harder for Lucario to build up and make good use of Aura.}}
*{{nerf|Lucario's [[item throw]] is weaker (1 → 0.096). The removal of [[glide toss]]ing also hinders Lucario's approach with items.}}


===Ground attacks===
===Ground attacks===
*{{nerf|Neutral attack's first and last hits deal less damage (3% → 2.5% (hit 1), 5% → 3% (hit 3)).}}
*{{buff|The second hit of neutral attack has less startup lag (frame 9 → 5) making it come sooner despite Lucario being unable to transition into the second hit for an extra 3 frames.}}
*{{buff|Forward tilt's first hit deals 1% less damage (5% → 4%). This makes it connect together better with its second hit.}}
*{{nerf|Neutral attack's first and last hits deal less damage (3% → 2.5% (hit 1), 5% → 3% (hit 3)) and the knockback scaling on the final hit was not fully compensated (110 → 120). The first two hits also have significantly increased ending lag (frame 21 → 34 (hit 1), frame 23 → 38 (hit 2)) drastically hindering their [[jab cancel]]ing potential.}}
*{{nerf|Forward tilt's second hit now deals consistent damage (6% (body)/8% (arm) → 6%).}}
*{{nerf|Forward tilt deals less damage (5% → 4% (hit 1), (6% (body)/8% (arm) → 6%) (hit 2)), has a shorter duration (frames 12-18 → 12-16) and has more ending lag (frame 30 → 33).}}
*{{buff|Up tilt no longer deals consistent damage (6% → 6% (foot)/5% (leg)), although its knockback was compensated (33/38/43 (base)/130 (growth) → 45/45/50 (base)/110 (growth)). These changes significantly improve its combo potential with minimum to low Aura at low to medium percentages, and its juggling potential with average to high Aura at high percentages.}}
*{{change|Up tilt no longer deals consistent damage (6% → 6% (foot)/5% (leg)), and deals less knockback (33/38/43 (base)/130 (growth) → 45/45/50 (base)/110 (growth)). These changes significantly improve its combo potential with minimum to low Aura at low to medium percentages, and its juggling potential with average to high Aura at high percentages but hinders its KO potential.}}
*{{buff|Down tilt deals 2% less damage (7% → 5%), improving its combo potential with minimum to low Aura at low percentages.}}
*{{nerf|Up tilt has more startup lag with a shorter duration (frames 5-15 → 6-13).}}
*{{nerf|Lucario has a new dash attack, a flying kick. Compared to the previous dash attack, it deals less damage (10% (clean)/7% (late) → 8%/6%), and has a shorter duration (11 frames → 9) and more ending lag (frame 35 → 42).}}
*{{change|Down tilt deals less damage (7% → 5%) and knockback (28 (base), 130 (scaling) → 37/110), improving its combo potential with minimum to low Aura at low percentages but hindering its damage racking and KO potential.}}
*{{buff|Dash attack has more knockback growth (50 → 75) and better range compared to the previous dash attack, making it stronger in spite of its lower damage output. Unlike the previous dash attack, it is affected by Aura.}}
*{{nerf|Down tilt has a shorter duration (frames 9-15 → 9-12).}}
*{{nerf|All smash attacks have increased start-up (frame 21 → 22 (forward), frame 12/17 → 15/19 (up), frame 17 → 19 (down)) and ending lag (frame 43 → 55 (forward), frame 56 → 64 (up), frame 48 → 55 (down)).}}
*{{nerf|Lucario has a new dash attack, a flying kick. Compared to the previous dash attack, it deals less damage (10% (clean)/7% (late) → 8%/6%), and has a shorter duration (frames 7-18 7-15) and more ending lag (frame 35 → 42).}}
*{{buff|Dash attack has more knockback scaling (50 → 75) and better range compared to the previous dash attack, making it stronger in spite of its lower damage output. The late hit also has increased knockback (45 (base), 30 (scaling) → 70/75 Unlike the previous dash attack, it is affected by Aura making it stronger when Lucario is at higher percents.}}
*{{nerf|Forward and down smash have increased ending lag (frame 43 → 55 (forward), frame 50 → 55 (down)).}}
*{{buff|All smash attacks have slightly increased ranges.}}
*{{buff|All smash attacks have slightly increased ranges.}}
*{{buff|Forward smash deals more knockback (25 (base), 93 (scaling) → 40/106).}}
*{{buff|Forward smash deals more knockback (25 (base), 93 (scaling) → 40/106).}}
*{{nerf|Sourspotted forward smash deals less damage (14% → 13%). Forward smash also has a significantly shorter duration (frames 21-30 → 22-25), and can no longer hit opponents behind Lucario.}}
*{{nerf|Sourspotted forward smash deals less damage (14% → 13%). Forward smash also has a significantly shorter duration (frames 22-30 → 22-25), and can no longer hit opponents behind Lucario.}}
*{{change|Clean up smash no longer deals consistent damage (13% → 14%/12%).}}
*{{change|Clean up smash no longer deals consistent damage (13% → 14%/12%).}}
*{{buff|Up smash has received an additional hitbox that deals 4% and launches grounded opponents at 100°, slightly improving its horizontal range. The main hit also deals more knockback (32 (base), 95 (scaling) (clean), 28/100 (late) → 32/103).}}
*{{buff|Up smash has received an additional hitbox that deals 4% and launches grounded opponents at 100°, decreasing its startup lag (frame 19 → 15) and slightly improving its horizontal range. The main hit also deals more knockback (32 (base), 95 (scaling) (clean), 28/100 (late) → 32/103).}}
*{{nerf|Up smash has a much shorter duration (frames 19-42 → 15-23).}}
*{{buff|Down smash deals more knockback (25 (base), 93 (scaling) → 30/99).}}
*{{buff|Down smash deals more knockback (25 (base), 93 (scaling) → 30/99).}}
*{{nerf|Down smash has a shorter duration (frames 19-22 → 19-21).}}
*{{change|All smash attacks' animations have slightly changed. Lucario now stays in place and/or continuously trembles like the rest of the cast, instead of making a full movement.}}
*{{change|All smash attacks' animations have slightly changed. Lucario now stays in place and/or continuously trembles like the rest of the cast, instead of making a full movement.}}


===Aerial attacks===
===Aerial attacks===
*{{change|Neutral aerial deals less damage (11% (clean)/7% (late) → 8%/6%). This improves its combo potential with minimum to low Aura at low percentages, but hinders its spacing potential.}}
*{{change|Neutral aerial deals less damage (11% (clean)/7% (late) → 8%/6%). This improves its combo potential with minimum to low Aura at low percentages, but hinders its spacing, edgeguarding and KO potential.}}
*{{nerf|Neutral aerial has increased start-up lag with a shorter duration (frames 6-24 → 8-11, 22-29), and has decreased range.}}
*{{nerf|Neutral aerial has increased start-up lag with a shorter duration (frames 6-24 → 8-11, 22-29), and has decreased range.}}
*{{buff|Neutral aerial has decreased ending lag (frame 69 → 43).}}
*{{buff|Neutral aerial has decreased ending lag (frame 68 → 43).}}
*{{change|Forward aerial deals 1% more damage (5% → 6%), and deals much higher knockback (28 (base, 100 (scaling) → 80/70). It also has an altered angle (50° → 64°). Altogether, these changes improve its combo potential with low Aura at low percentages, but hinder its KO potential. These changes also hinder its combo potential at higher percentages with low aura and at lower percentages with high aura.}}
*{{change|Forward aerial deals 1% more damage (5% → 6%), and deals much higher knockback (28 (base, 100 (scaling) → 80/70). It also has an altered angle (50° → 64°). The removal of hitstun canceling allows forward aerial to maintain its combo potential despite its higher knockback. Altogether, these changes improve its combo potential at low percentages but hinder its combo potential at higher percentages.}}
*{{buff|Back aerial deals more damage (12% (clean)/9% (late) → 15%) and has increased base knockback (12 (clean)/7(late) → 30), significantly improving its KO potential.}}
*{{nerf|Forward aerial has a much shorter duration (frames 7-20 → 7-8) significantly hindering its spacing potential.}}
*{{buff|Back aerial deals more damage (12% (clean)/9% (late) → 15%) no longer having a weaker late hit and has increased base knockback (12 (clean)/7(late) → 30), significantly improving its KO potential.}}
*{{nerf|Back aerial has increased start-up lag with a shorter duration (frames 15-28 → 16-19). It also [[auto-cancel]]s later (frame 33 → 40).}}
*{{nerf|Back aerial has increased start-up lag with a shorter duration (frames 15-28 → 16-19). It also [[auto-cancel]]s later (frame 33 → 40).}}
*{{change|Up aerial no longer deals consistent damage (10% → 11% (clean)/6% (late)).}}
*{{change|Up aerial no longer deals consistent damage (10% → 11% (clean)/6% (late)).}}
*{{buff|Up aerial has increased base knockback (15 → 30).}}
*{{buff|Up aerial has increased base knockback (15 → 30).}}
*{{nerf|Up aerial has a shorter duration (frames 10-21 → 10-11 (clean), 12-15 (late)) and it auto-cancels later (frame 27 → 29).}}  
*{{nerf|Up aerial has a shorter duration (frames 10-21 → 10-11 (clean), 12-15 (late)) and it auto-cancels later (frame 27 → 29). The introduction of a late hit makes it harder to utilise up aerial as a KO move.}}  
*{{nerf|Down aerial deals less damage (8% (both) → 5% (hit 1)/6% (hit 2)) and has increased ending lag (frame 29 → 31). Down aerial's stall effect is also weaker hindering its stalling potential. It can also no longer [[auto-cancel]] in a short or be performed twice in a short hop.}}
*{{nerf|Down aerial deals less damage (8% (both) → 5% (hit 1)/6% (hit 2)) and has increased ending lag (frame 29 → 31). Down aerial's stall effect is also weaker hindering its stalling potential. It can also no longer [[auto-cancel]] in a short or be performed twice in a short hop.}}


===Throws/other attacks===
===Throws/other attacks===
*{{buff|All grabs have increased ranges.}}
*{{buff|All grabs have increased ranges.}}
*{{buff|Grab has decreased ending lag (frame 30 → 29).}}
*{{buff|Standing and dash grabs has decreased ending lag (frame 30 → 29 (standing), frame 40 → 36 (dash)).}}
*{{nerf|Dash and pivot grabs have more ending lag (frame 30 → 36 (dash), frame 31 → 34 (pivot)). All grabs also have a shorter duration (3 frames → 2).}}
*{{nerf|Pivot grab have more ending lag (frame 30 → 34).}}
*{{buff|The changes to Aura significantly improve [[Pummel]]'s damage racking potential.}}
*{{buff|The changes to Aura significantly improve [[Pummel]]'s damage racking potential.}}
*{{nerf|Forward throw deals 2% less damage (10% → 8%) and has decreased knockback growth (65 → 55), hindering its spacing potential.}}
*{{nerf|Forward throw deals 2% less damage (10% → 8%) and has decreased knockback scaling (65 → 55), hindering its spacing potential.}}
*{{nerf|Back throw has decreased knockback (65 (growth)/60 (base) → 60/50).}}
*{{nerf|Back throw has decreased knockback (60 (base), 65 (scaling) → 50/60).}}
*{{buff|Up throw deals 5% more damage (6% → 11%), has increased base knockback (60 → 70), and its angle has been altered (90° → 88°) improving its KO potential. The changes to Aura and [[hitstun canceling]], allow it to maintain its combo potential with minimum to low Aura at low to medium percentages despite these changes.}}
*{{buff|Up throw deals 5% more damage (6% → 11%), has increased base knockback (60 → 70), and its angle has been altered (90° → 88°) improving its KO potential. The changes to Aura and [[hitstun canceling]], allow it to maintain its combo potential with minimum to low Aura at low to medium percentages despite these changes.}}
*{{nerf|However, these changes hinder its overall combo potential especially with high Aura and the removal of [[chain grab]]bing hinders its damage racking potential.}}
*{{nerf|However, these changes hinder its overall combo potential especially with high Aura and the removal of [[chain grab]]bing hinders its damage racking potential.}}
*{{nerf|Down throw deals 3% less damage (10% → 7%), and its knockback growth was not fully compensated (25 → 30).}}
*{{nerf|Down throw deals 3% less damage (10% → 7%), and its knockback scaling was not fully compensated (25 → 30).}}
*{{buff|Down throw's angle has been altered (75° → 80°). When coupled with its lower knockback, the changes to Aura and hitstun canceling, these changes improve its combo potential with minimum Aura at low to medium percentages.}}
*{{buff|Down throw's angle has been altered (75° → 80°). When coupled with its lower knockback, the changes to Aura and hitstun canceling, these changes improve its combo potential with minimum Aura at low to medium percentages.}}
*{{change|Edge attack now deals consistent damage compared to his old fast edge attack (8% (Aura)/6% (body) → 7%).}}
*{{change|Edge attack now deals consistent damage compared to his old fast edge attack (8% (Aura)/6% (body) → 7%).}}
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*{{buff|[[Force Palm]]'s near blast deals 1.88% more damage (10% → 11.88%).}}
*{{buff|[[Force Palm]]'s near blast deals 1.88% more damage (10% → 11.88%).}}
*{{nerf|Force Palm's mid and far blast deal less damage (9% (mid)/8% (far) → 7.56% (both)).}}
*{{nerf|Force Palm's mid and far blast deal less damage (9% (mid)/8% (far) → 7.56% (both)).}}
*{{buff|Force Palm's blast is faster, larger, and has increased knockback.}}
*{{buff|Force Palm's blast is larger especially with high Aura, and the throw has increased knockback (40 (base), 83 (scaling) → 66/86).}}
*{{nerf|Minimum Aura Force Palm's grab can now be escaped from.}}
*{{nerf|Minimum Aura Force Palm's grab can now be escaped from.}}
*{{change|Force Palm's animation has changed. Lucario now leans in further with its body facing more at a more sideways angle, places its following arm high and behind itself, and performs a stomp with its leading foot while firing the blast.}}
*{{change|Force Palm's animation has changed. Lucario now leans in further with its body facing more at a more sideways angle, places its following arm high and behind itself, and performs a stomp with its leading foot while firing the blast.}}
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*{{nerf|Extreme Speed has increased ending lag. However, this can be avoided by ending it on the ground, or by making Lucario hit the stage head first.}}
*{{nerf|Extreme Speed has increased ending lag. However, this can be avoided by ending it on the ground, or by making Lucario hit the stage head first.}}
*{{change|Extreme Speed has updated visual effects. Lucario now emits streams of Aura from its forepaws.}}
*{{change|Extreme Speed has updated visual effects. Lucario now emits streams of Aura from its forepaws.}}
*{{buff|[[Double Team]] has increased power and range.}}
*{{buff|[[Double Team]] has a longer duration (frames 5-35 → 5-39) increased power and range.}}
*{{change|Lucario has a new [[Final Smash]], [[Mega Lucario]]. Lucario undergoes {{s|bulbapedia|Mega Evolution}} to become Mega Lucario. Unlike [[Aura Storm]], Mega Lucario is a transformation-based Final Smash that can move freely across the stage. Mega Lucario has an Aura multiplier of 1.8×, regardless of Lucario's damage prior to Mega Evolving, and has both super [[armor]] and [[flinch]] resistance throughout its duration. However, its duration will shorten upon receiving damage.}}
*{{change|Lucario has a new [[Final Smash]], [[Mega Lucario]]. Lucario undergoes {{s|bulbapedia|Mega Evolution}} to become Mega Lucario. Unlike [[Aura Storm]], Mega Lucario is a transformation-based Final Smash that can move freely across the stage. Mega Lucario has an Aura multiplier of 1.8×, regardless of Lucario's damage prior to Mega Evolving, and has both super [[armor]] and [[flinch]] resistance throughout its duration. However, its duration will shorten upon receiving damage.}}


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