Lucario (SSB4): Difference between revisions

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{{Disambig2|Lucario's appearance in ''Super Smash Bros. 4''|the character in other contexts|Lucario}}
{{Disambig2|Lucario's appearance in ''Super Smash Bros. 4''|the character in other contexts|Lucario}}
{{Infobox Character
{{Infobox Character
|name         = Lucario
|name = Lucario
|image       = [[Image:Lucario SSB4.png|250px|Lucario]]
|image = [[File:Lucario SSB4.png|250px]]
|game         = SSB4
|game = SSB4
|ssbgame1     = SSBB
|ssbgame1 = SSBB
|ssbgame2 = SSBU
|availability = [[Starter character|Starter]]
|availability = [[Starter character|Starter]]
|tier = B
|tier = B
|ranking = 17
|ranking = 17
}}
}}
'''Lucario''' ({{ja|ルカリオ|Rukario}}, ''Lucario'') is a playable character in ''[[Super Smash Bros. 4]]''. Its return to the series was announced on January 31st, 2014, six years to the day of the year that ''[[Super Smash Bros. Brawl]]'' was released in Japan. According to an extra post for [https://miiverse.nintendo.net/posts/AYMHAAACAADMUKli5Hr24Q its Miiverse reveal]{{dead link}}, this timing was done to commend the ''Brawl'' developers for succeeding in adding Lucario to ''Brawl''.
'''Lucario''' ({{ja|ルカリオ|Rukario}}, ''Lucario'') is a playable character in ''[[Super Smash Bros. 4]]''. Its return to the series was announced on January 31st, 2014, six years to the day of the year that ''[[Super Smash Bros. Brawl]]'' was released in Japan. According to an extra post for its Miiverse reveal, this timing was done to commend the ''Brawl'' developers for succeeding in adding Lucario to ''Brawl''.


Lucario is now voiced by Sean Schemmel in the English version, who replaces Bill Rogers from ''Brawl'' and voiced [[bulbapedia:Lucario (M08)|Sir Aaron's Lucario]] in ''{{s|bulbapedia|Lucario and the Mystery of Mew}}''. As in ''Brawl'', Lucario is also voiced by different voice actors for ''SSB4'''s Spanish, French, German and Italian versions. However, Daisuke Namikawa reprises its role for the Japanese version.
{{s|wikipedia|Daisuke Namikawa}} reprises his role in the Japanese version from Brawl with new recorded voice clips of the game. {{s|wikipedia|Sean Schemmel}}, who voiced [[bulbapedia:Lucario (M08)|Sir Aaron's Lucario]] in ''{{s|bulbapedia|Lucario and the Mystery of Mew}}'', now voices Lucario in the English version, replacing {{iw|wikipedia|Bill Rogers|voice actor}} from ''Brawl'', after initially [https://i.kym-cdn.com/photos/images/original/000/803/233/4ba.png confirming] that he would be reprising his role. As in ''Brawl'', it is also voiced by different voice actors for ''SSB4'''s Spanish, French, German and Italian versions.


Lucario is currently ranked 17th out of 55 on the [[tier list]], placing it in the B tier. This is roughly similar to its mid-tier placement in ''Brawl'', where it was ranked 11th out of 38, although ''SSB4''{{'}}s tier structuring renders it as a high-tier character. Lucario's signature [[Aura]] has been strengthened, which is further supplemented by the new [[rage]] mechanic. This makes most of its attacks among the strongest in the game when it is highly damaged, with its smash attacks, up and back throws, and its up and back aerials each being easily capable of KOing. The new Aura mechanics also grant new benefits to Lucario's special moves: with high Aura, [[Aura Sphere]] grows even larger than Lucario itself, [[Force Palm]]'s blast possesses significantly more range, [[Extreme Speed]] covers much farther distance, and [[Double Team]] becomes one of the strongest [[counterattack]]s in the game. As a result, Lucario boasts very potent comeback potential, with a single opening being enough for it to KO careless opponents.
Lucario is ranked 17th out of 54 on the [[tier list]], placing it in the B tier. This is roughly similar to its mid-tier placement in ''Brawl'', where it was ranked 11th out of 38, although ''SSB4''{{'}}s tier structuring renders it as a high-tier character, making this its best placement in the series. Lucario's signature [[Aura]] has been strengthened, which is further supplemented by the new [[rage]] mechanic. This makes most of its attacks among the strongest in the game when it is highly damaged, with its smash attacks, up and back throws, and its up and back aerials each being easily capable of KOing. The new Aura mechanics also grant new benefits to Lucario's special moves: with high Aura, [[Aura Sphere]] grows even larger than Lucario itself, [[Force Palm]]'s blast possesses significantly more range, [[Extreme Speed]] covers much farther distance, and [[Double Team]] becomes one of the strongest [[counterattack]]s in the game. As a result, Lucario boasts very potent comeback potential, with a single opening being enough for it to KO careless opponents.


However, Lucario still maintains its below-average mobility, making it difficult for it to force an approach. Lucario's new Aura mechanics also cause its moves to deal drastically lower knockback and damage at low percentages, making it almost impossible to KO opponents until 150%. While this allows Lucario to combo reliably at low percentages, this makes it much harder for it to combo or create set-ups when it is highly damaged, due to the aforementioned strength of its attacks at high Aura and rage. As Lucario is also dependent on Aura to secure KOs, it has a riskier playstyle compared to many other characters. Some examples are its smash attacks, which have high lag, and Force Palm's grab, which can be escaped at low Aura. Finally, Extreme Speed now gains so much speed at max Aura that it can inadvertently cause a [[self-destruct]] if used recklessly, and the move has a full second of landing lag if it ends in the air, making Lucario heavily open for punishment.
However, Lucario still maintains its below-average mobility, making it difficult for it to force an approach. Lucario's new Aura mechanics also cause its moves to deal drastically lower knockback and damage at low percentages, making it almost impossible to KO opponents until 150%. While this allows Lucario to combo reliably at low percentages, this makes it much harder for it to combo or create set-ups when it is highly damaged, due to the aforementioned strength of its attacks at high Aura and rage. As Lucario is also dependent on Aura to secure KOs, it has a riskier playstyle compared to many other characters. Some examples are its smash attacks, which have high lag, and Force Palm's grab, which can be escaped at low Aura. Finally, Extreme Speed now gains enough speed at max Aura that it can inadvertently cause a [[self-destruct]] if used recklessly, and the move has a full second of landing lag if it ends in the air, making Lucario heavily open for punishment.


Lucario has attained decent results in the competitive scene, though its representation is considered below-average. Despite having a number of upsets, such as at [[Frostbite 2017]], where Japanese Lucario player {{sm|Tsu-}} placed 2nd while defeating many top players like {{sm|ZeRo}}, {{sm|VoiD}}, {{sm|Kameme}} and {{sm|Salem}}, Lucario's true viability has been contested. While {{sm|Serge}} and {{sm|Day}} continue to develop its metagame, a number of players feel that Lucario's inherent playstyle makes it too risky to be a truly viable pick in the current metagame.
Lucario has attained decent results in the competitive scene, though its representation is considered below-average. Despite having a number of upsets, such as at [[Frostbite 2017]], where Japanese Lucario player {{sm|Tsu-}} placed 2nd while defeating many top players like {{sm|ZeRo}}, {{sm|VoiD}}, {{sm|Kameme}} and {{sm|Salem}}, Lucario's true viability has been contested. While {{sm|Serge}} and {{sm|Day}} continue to develop its metagame, a number of players feel that Lucario's inherent playstyle makes it too risky to be a truly viable pick near the end of the metagame.


==Attributes==
==Attributes==
Lucario is a [[weight|middleweight]] with slightly below-average [[walk]]ing speed, average [[dash]]ing speed, and above-average [[falling speed]] and [[air speed]]. It also has average [[gravity]] and [[air acceleration]], and the highest [[traction]]. These attributes render Lucario's overall mobility as average. It is also able to [[Crawling|crawl]], [[wall jump]], and one of the only five characters in the game that can [[wall cling]].
Lucario is a [[weight|middleweight]] with slightly below-average [[walk]]ing speed, average [[dash]]ing speed, and above-average [[falling speed]] and [[air speed]]. It also has average [[gravity]] and [[air acceleration]], and the highest [[traction]]. These attributes render Lucario's overall mobility as average. It is also able to [[Crawling|crawl]], [[wall jump]], and one of the only five characters in the game that can [[wall cling]].


Lucario possesses a unique mechanic called [[Aura]]. Aesthetically, Aura appears as blue, concentrated energy and affects Lucario's entire moveset. Mechanically, Aura is a damage multiplier with a baseline of 0.66× at 0%, and an apex of 1.7× when Lucario has received at least 190%. The multipliers also get multiplied whenever Lucario has a stock lead or not, effectively increasing or decreasing Lucario's Aura. When Lucario is 2 stocks or more ahead, Aura is affected by a 0.6333× multiplier, when at 1 stock ahead it is affected by 0.8×, when at 1 stock behind it is affected by 1.3333×, and when at 2 stocks or more behind it is affected by 2×. This means that, even though most of Lucario's moves have high knockback scaling, their power is extremely low with low Aura; this grants it respectable combo potential, yet makes even its strongest attacks unable to KO until very high percentages. Conversely, high Aura does the opposite: it results in Lucario's combo potential becoming virtually nonexistent, but grants its moves incredible power, with many of them easily surpassing every other character's at maximum Aura. In addition, the [[rage]] mechanic further boosts the knockback of Lucario's attacks, which complements their already high power.
Lucario possesses a unique mechanic called [[Aura]]. Aesthetically, Aura appears as blue, concentrated energy and affects Lucario's entire moveset. Mechanically, Aura is a damage multiplier with a baseline of 0.66× at 0%, and an apex of 1.7× when Lucario has received at least 190%. The multipliers also get multiplied whenever Lucario has a stock lead or not, effectively increasing or decreasing Lucario's Aura. When Lucario is 2 stocks or more ahead, Aura is affected by a 0.6333× multiplier, when at 1 stock ahead it is affected by 0.8×, when at 1 stock behind it is affected by 1.3333×, and when at 2 stocks or more behind it is affected by 2×. This means that, even though most of Lucario's moves have high knockback scaling, their power is extremely low with low Aura; this grants it respectable combo potential, yet makes even its strongest attacks unable to KO until very high percentages. Conversely, high Aura does the opposite: it results in Lucario's combo potential becoming virtually nonexistent, but grants its moves incredible power, with many of them easily surpassing every other character's at maximum Aura. In addition, the [[rage]] mechanic further boosts the knockback of Lucario's attacks, which complements their already high power.
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Lastly, Lucario has a very useful special moveset. [[Aura Sphere]] is a strong [[projectile]] very similar to [[Charge Shot]], but since its size and power are affected by Aura, it is much more dangerous at high percents. Additionally, its high damage output when fully charged allows it to [[Priority|out-prioritize]] most moves in the game. The charging hitbox is also infamous for being a [[true combo]] into Lucario's up smash, which is particularly dangerous at high percentages. [[Force Palm]] shoots a blast of Aura forward, with its range and power increasing with aura. If used at point-blank range, the move is treated as a grab, bypassing [[shield]]s, and has immense power with enough Aura. [[Extreme Speed]] is Lucario's [[recovery]] move, and is able to cover extremely long distances if Lucario has taken much damage, making it virtually impossible to [[gimp]]. It can also launch opponents that get hit head-on. Finally, [[Double Team]] is Lucario's [[counterattack]]. It is the strongest counter in the game with sufficiently high Aura while possessing impressive [[range]], but it is also the slowest, since any opponent that is not in [[Freeze frame|hitlag]] will most likely avoid it.
Lastly, Lucario has a very useful special moveset. [[Aura Sphere]] is a strong [[projectile]] very similar to [[Charge Shot]], but since its size and power are affected by Aura, it is much more dangerous at high percents. Additionally, its high damage output when fully charged allows it to [[Priority|out-prioritize]] most moves in the game. The charging hitbox is also infamous for being a [[true combo]] into Lucario's up smash, which is particularly dangerous at high percentages. [[Force Palm]] shoots a blast of Aura forward, with its range and power increasing with aura. If used at point-blank range, the move is treated as a grab, bypassing [[shield]]s, and has immense power with enough Aura. [[Extreme Speed]] is Lucario's [[recovery]] move, and is able to cover extremely long distances if Lucario has taken much damage, making it virtually impossible to [[gimp]]. It can also launch opponents that get hit head-on. Finally, [[Double Team]] is Lucario's [[counterattack]]. It is the strongest counter in the game with sufficiently high Aura while possessing impressive [[range]], but it is also the slowest, since any opponent that is not in [[Freeze frame|hitlag]] will most likely avoid it.


However, Lucario has a slew of significant flaws. Despite its good endurance, Lucario is vulnerable to combos. Extreme Speed also has numerous flaws. The move has high ending lag and, unless Lucario grabs the edge or lands before it concludes, very high landing lag. With low Aura, the move is also very slow and does not grant much distance, while at high Aura, it is possible to overshoot the stage if Lucario is not careful. In addition, it is difficult to hit with, since Lucario can only damage the opponent head-on, without having very high power to compensate. Its combo game is also heavily reliant on throws, as most other combo moves have either very limited follow-up options or awkwardly positioned hitboxes.
Nevertheless, Lucario is not without flaws. Despite its reasonable endurance, Lucario's average weight and low air movement makes it vulnerable to most combos. Extreme Speed, while being a potent recovery move, also has downsides- unless Lucario grabs the edge or lands before it concludes, its very high landing lag will render it completely vulnerable, forcing it to mix up its landing spot. With low Aura, the move is sluggish and does not grant much distance; with high Aura, it is possible to overshoot the stage and self-destruct Lucario is not careful. As an attack it is difficult to hit with, since Lucario can only damage the opponent head-on, without having very high power to compensate. Its combo game is also heavily reliant on throws, as most other combo moves have either very limited follow-up options or awkwardly positioned hitboxes.


Its most serious flaws, however, is the polarized strength throughout its moveset, as well as the fluctuating Aura mechanic itself. Its fastest moves are the weakest, and its strongest moves are the slowest, making the latter very [[punish]]able if not spaced well. Lucario's Aura can sometimes work against it, as attacks with high knockback scaling are bound to finish Lucario off before it has a chance to make use of its rage and/or Aura at the same time. With low Aura, its powerful moves are too weak to KO, and with high Aura, its combo-oriented moves are too strong to be chained together. This makes it imperative to keep in mind how Lucario's attacks function depending on how much damage it has received, as it cannot afford to make mistakes at high percentages. It also often restricts Lucario to using a bait and punish playstyle, as it cannot perform rushdowns without getting punished most of the time. This gives Lucario some kind of disadvantage against heavyweight characters, as one strong move is usually all it takes to end Lucario, preventing it from utilizing Aura effectively after it gets KO'd.
Its most serious flaw, however, is the polarized strength throughout its moveset when utilized in tandem with the fluctuating Aura mechanic itself. Its fastest moves are the weakest, and its strongest moves are the slowest, making the latter very [[punish]]able if not spaced well. Lucario's Aura can sometimes work against it, as attacks with high knockback scaling are bound to finish Lucario off before it has a chance to make use of its rage and/or Aura at the same time. With low Aura, its powerful moves are too weak to KO, and with high Aura, its combo-oriented moves are too strong to be chained together reliably. This makes it imperative to keep in mind how Lucario's attacks and knockback will function depending on how much damage all active fighters have accumulated, as it cannot afford to make mistakes at high percentages. It also often restricts Lucario to using a bait and punish playstyle, as it cannot safely perform rushdowns without getting punished most of the time. This gives Lucario an unusual disadvantage against high-knockback and heavyweight characters; a well-placed and powerful move will often be all it takes to end Lucario at mid or even low percentages, preventing it from utilizing Aura effectively.


Lucario's [[Character customization|custom moves]] can give it notable benefits. Snaring Aura Sphere has a [[wind]] effect that [[Wind#Pulling attacks|pulls]] opponents in and moves slower, essentially re-purposing the move from a spacing and [[camping]] tool to a stage control and edge-guarding tool. Piercing Aura Sphere moves much faster, hits at a lower angle and goes straight through opponents, making it even better at spacing and camping, but at the cost of its immense power. Long-Distance Force Palm has less power, but as its name implies, it has more range, allowing Lucario to strike distant opponents more easily. The grab is also stronger and a [[semi-spike]], making it lethal in any situation. Ride the Wind gives the full distance at any percentage, as well as greatly improved maneuverability. Lastly, Glancing Counter is considerably weaker, but always allows Lucario to attack even if it is not hit.
Lucario's [[Character customization|custom moves]] offer unique benefits and changes in playstyle. Snaring Aura Sphere has a [[windbox]] that pulls opponents in and moves slower, essentially re-purposing the move from a spacing and [[camping]] tool to a stage control and edge-guarding tool. Piercing Aura Sphere moves much faster, hits at a lower angle and goes straight through opponents, making it even better at spacing and camping, though at the cost of its immense power. Long-Distance Force Palm has less power, but as its name implies, it has more range, allowing Lucario to strike distant opponents more easily. The grab is also stronger and a [[semi-spike]], making it lethal in any situation. Ride the Wind gives the full distance at any percentage as well as greatly improved maneuverability, at the negligible cost of removing the hitbox from the move. Lastly, Glancing Counter is considerably weaker, but always allows Lucario to attack even if it is not hit.


In the end, Lucario is a very technical character whose weaknesses are outweighed by its strengths. While aura makes Lucario's moveset stronger and it boasts great utility at all kinds of percentages overall, it cannot use all of its moves as effectively at certain percentages as others, meaning Lucario cannot afford to get too predictable when approaching as it can take high damage if not approaching correctly, and it might not be able to KO the opponent or even approach it if they know what Lucario will do. This makes playing with Lucario very methodical, as a small error could cost Lucario for it, even if it manages to regain the advantage in any way. Even so, Lucario does have a small but dedicated playerbase, with players like {{Sm|Day}}, {{Sm|Gomamugitya}}, {{Sm|Motsunabe}} and {{Sm|Serge}} achieving strong results.
In the end, Lucario is a very technical character whose weaknesses are outweighed by its strengths. While aura makes Lucario's moveset stronger and it boasts great utility at all kinds of percentages overall, it cannot use all of its moves as effectively at certain percentages as others, meaning Lucario cannot afford to get too predictable when approaching as it can take high damage if not approaching correctly, and it might not be able to KO the opponent or even approach it if they know what Lucario will do. This makes playing with Lucario very methodical, as a small error could cost Lucario for it, even if it manages to regain the advantage in any way. Even so, Lucario does have a small but dedicated playerbase, with players like {{Sm|Day}}, {{Sm|Gomamugitya}}, {{Sm|Motsunabe}} and {{Sm|Serge}} achieved strong results.


==Changes from ''Brawl''==
==Changes from ''[[Super Smash Bros. 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]] has 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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*{{change|Up taunt's visual effects have changed. Lucario now surrounds itself with a jagged, flame-shaped field of [[Aura]], instead of emitting tiny wisps of Aura from its body.}}
*{{change|Up taunt's visual effects have changed. Lucario now surrounds itself with a jagged, flame-shaped field of [[Aura]], instead of emitting tiny wisps of Aura from its body.}}
*{{change|Side taunt's visual effects have slightly changed. Lucario now emits a slightly larger blast of Aura.}}
*{{change|Side taunt's visual effects have slightly changed. Lucario now emits a slightly larger blast of Aura.}}
*{{change| Unlike the previous game, Lucario's tail lacks physics-based movement.}}


===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 slightly [[weight|lighter]] (100 → 99).}}
*{{nerf|Lucario is [[weight|lighter]] (100 → 99), hindering its endurance. While this would also make it less susceptible to combos, its much faster falling speed, higher gravity, and the changes to hitstun canceling collectively result in it being more susceptible to combos.}}
*{{buff|Lucario [[walk]]s faster (1.0 → 1.05).}}
*{{buff|Lucario [[walk]]s faster (1.0 → 1.05).}}
*{{buff|Lucario [[dash]]es faster (1.414 → 1.55).}}
*{{buff|Lucario [[dash]]es faster (1.414 → 1.55).}}
*{{buff|Lucario's [[air speed]] is faster (0.987 → 1.09).}}
*{{buff|Lucario's [[air speed]] is faster (0.987 → 1.09).}}
*{{change|Lucario [[falling speed|falls]] faster (1.2 → 1.68). This improves its vertical endurance, but makes it more susceptible to combos.}}
*{{buff|[[Air dodge]] has less startup (frame 4 → 2) and ending lag (FAF 40 → 32).}}
*{{nerf|Air dodge has a shorter duration (frames 4-29 → 2-25).}}
*{{change|Lucario [[falling speed|falls]] drastically faster (1.2 → 1.68), with it receiving the largest increase out of everyone, matching its fast-falling speed from ''Brawl''. Much like {{SSB4|R.O.B.}}, its falling speed is also much faster relative to the cast, going from the 5th worst to the 14th best. This significantly improves its vertical endurance, but makes it more susceptible to combos.}}
**{{buff|Lucario's fast-falling speed is also substantially faster (1.68 → 2.688).}}
*{{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 (FAF 28 → 30) going from among the best rolls in the game to merely just slightly above average rolls.}}
*{{nerf|[[Spot dodge]] has a shorter duration (frame 2-20 → 2-15) and has more ending lag (FAF 26 → 27).}}
*{{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|The removal of meteor canceling hinders Lucario's endurance against meteor smashes due to its lower weight and higher falling speed, while it still has no meteor smashes of its own.}}
*{{nerf|Lucario's [[item throw]] is weaker (1 → 0.96). The removal of [[glide toss]]ing also hinders Lucario's approach with items.}}


===Ground attacks===
===Ground attacks===
*{{nerf|Neutral attack deals slightly less damage (10% → 7.5%).}}
*[[Neutral attack]]:
*{{nerf|Forward tilt's first hit deals 1% less damage (5% → 4%) and its second hit no longer deals consistent damage (6% (body)/8% (arm) → 6%).}}
**{{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|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.}}
**{{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 (FAF 21 → 34 (hit 1), FAF 23 → 38 (hit 2)) drastically hindering their [[jab cancel]]ing potential.}}
*{{change|Down tilt deals 2% less damage (7% → 5%). However, this improves its combo potential with minimum to low Aura at low percentages.}}
*[[Forward tilt]]:
*{{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).}}
**{{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 (FAF 30 → 33).}}
*{{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.}}
*[[Up tilt]]:
*{{nerf|All smash attacks have increased startup (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)).}}
**{{change|Up tilt no longer deals consistent damage (6% → 6% (foot)/5% (leg)), and deals less knockback (33/38/43 (base), 130 (scaling) → (45/45/50)/110). 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|All smash attacks have slightly increased range.}}
**{{nerf|Up tilt has more startup lag with a shorter duration (frames 5-15 → 6-13).}}
*{{nerf|Sourspotted forward smash deals 1% less damage (14% → 13%). Forward smash also has a significantly shorter duration and can no longer hit opponents behind Lucario.}}
*[[Down tilt]]:
*{{change|Clean up smash no longer deals consistent damage (13% → 14%/12%).}}
**{{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|Up smash has received an additional hitbox that deals 4% and launches grounded opponents at 100°, improving its utility.}}
**{{nerf|Down tilt has a shorter duration (frames 9-15 → 9-12).}}
*[[Dash attack]]:
**{{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%), has a shorter duration (frames 7-18 7-15) and more ending lag (FAF 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.}}
*{{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.}}
*{{buff|All smash attacks have slightly increased ranges.}}
*[[Forward smash]]:
**{{buff|Forward smash deals more knockback (25 (base), 93 (scaling) → 40/106).}}
**{{change|Forward smash has a clean and late hit with both hits dealing consistent damage (14%/16% → 16% (clean)/14% (late).}}
**{{nerf|Forward smash has a shorter duration (frames 22-29 → 22-25), and can no longer hit opponents behind Lucario.}}
**{{nerf|Forward smash has increased ending lag (FAF 44 → 55).}}
*[[Up smash]]:
**{{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°, 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).}}
*[[Down smash]]:
**{{buff|Down smash deals more knockback (25 (base), 93 (scaling) → 30/99).}}
**{{nerf|Down smash has increased ending lag (FAF 50 → 55).}}
**{{nerf|Down smash has a shorter duration (frames 19-22 → 19-21).}}


===Aerial attacks===
===Aerial attacks===
*{{nerf|Neutral aerial has increased startup lag (frame 6 → 8), a shorter duration (frames 6-24 → 8-11, 22-29), and has decreased range.}}
*[[Neutral aerial]]:
*{{buff|Neutral aerial has decreased ending lag (frame 69 → 43).}}
**{{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.}}
*{{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 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.}}
*{{change|Forward aerial deals 1% more damage (5% → 6%), but has reduced knockback. 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.}}
**{{buff|Neutral aerial has decreased ending lag (FAF 68 → 43).}}
*{{buff|Back aerial deals more consistent damage (12% (clean)/9% (late) → 15%) and has more base knockback (12 (clean)/7(late) → 30). These changes improve its KO potential.}}
*[[Forward aerial]]:
*{{nerf|Back aerial has more startup (frame 15 → 16) and no longer has a late hit, reducing its hitbox duration (frames 15-28 → 16-19).}}
**{{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.}}
*{{change|Up aerial no longer deals consistent damage (10% → 11% (clean)/6% (late)) and has increased base knockback (15 → 30).}}
**{{nerf|Forward aerial has a much shorter duration (frames 7-20 → 7-8) significantly hindering its spacing potential.}}
*{{nerf|Up aerial has a shorter duration (frames 10-21 → 10-11 (clean), 12-15 (late)).}}  
*[[Back aerial]]:
*{{nerf|Down aerial deals noticeably less damage (8% (both) → 5% (hit 1)/6% (hit 2)) and has increased ending lag (frame 29 → 31).}}
**{{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).}}
*[[Up aerial]]:
**{{change|Up aerial no longer deals consistent damage (10% → 11% (clean)/6% (late)).}}
**{{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). The introduction of a late hit makes it harder to utilize up aerial as a KO move.}}
*[[Down aerial]]:
**{{nerf|Down aerial deals less damage (8% (both) → 5% (hit 1)/6% (hit 2)) and has increased ending lag (FAF 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.}}
*{{buff|Standing and dash grabs has decreased ending lag (FAF 30 → 29 (standing), FAF 40 → 36 (dash)).}}
*{{buff|Pummel is significantly faster, now being the fastest in the game. When coupled with the changes to Aura, this significantly improves its damage racking potential.}}
*{{nerf|Pivot grab have more ending lag (FAF 30 → 34).}}
*{{nerf|Forward throw deals 2% less damage (10% → 8%) and has less knockback growth (65 → 55).}}
*[[Pummel]]:
*{{change|Back throw has weaker knockback (65 (growth)/60 (base) → 60/50), but is now affected by Aura, giving it KO potential at high Aura.}}
**{{buff|The changes to Aura significantly improve [[Pummel]]'s damage racking potential.}}
*{{buff|Up throws deals more damage (6% → 11%) with higher base knockback (60 → 70) and an altered angle (90 88), while down throw deals less (10% → 7%) with higher knockback growth (25 → 30) and an altered angle (75 80). When coupled with the changes to Aura and [[hitstun]] canceling, this improves their combo potential with low Aura.}}
*[[Forward throw]]:
*{{buff|All floor attacks are now affected by Aura.}}
**{{nerf|Forward throw deals 2% less damage (10% → 8%) and has decreased knockback scaling (65 → 55), hindering its spacing potential.}}
*{{change|Edge attack now deals consistent damage (8% (Aura)/6% (body) → 7%).}}
*[[Back throw]]:
**{{nerf|Back throw has decreased knockback (60 (base), 65 (scaling) → 50/60).}}
**{{change|Back throw is now affected by Aura further hindering its spacing and KO potential with minimum to low Aura but improving its KO potential with high Aura.}}
*[[Up throw]]:
**{{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.}}
*[[Down throw]]:
**{{buff|Down throw's angle has been altered (75° 80°). When coupled with its lower knockback and the changes to hitstun canceling and DI, these changes improve its combo potential with low Aura.}}
**{{change|Down throw is now affected by Aura improving its combo potential at most Aura levels and improving its KO potential with high Aura but hindering its combo potential with high Aura.}}
**{{nerf|Down throw deals 3% less damage (10% → 7%), and its knockback scaling was not fully compensated (25 → 30). Lucario also releases the opponent sooner (frame 36 → 28) and the throw's ending lag was not fully compensated (FAF 52 → 51) hindering its followup potential.}}
*[[Edge attack]]:
**{{change|Edge attack now deals consistent damage compared to its old fast edge attack (8% (Aura)/6% (body) → 7%).}}


===Special moves===
===Special moves===
*{{nerf|Non-fully charged [[Aura Sphere]] deals less damage (13.125% (minimum Aura)/≈18.75% (low to high Aura) → 11.385%/17.25%), hindering their KO potentials.}}
*[[Aura Sphere]]:
*{{buff|Fully charged Aura Sphere with maximum Aura deals 3.075% more damage (26.25% → 29.325%), significantly improving its KO potential. Additionally, Aura Sphere has considerably increased knockback.}}
**{{buff|[[Aura Sphere#Reverse Aura Sphere|Reverse Aura Sphere]] now slightly pushes Lucario backward, improving its [[mindgame]] potential.}}
*{{buff|Aura Sphere and Force Palm's sizes now scale with Aura.}}
**{{nerf|Fully charged Aura Sphere deals less damage (18.75% → 17.25%).}}
*{{buff|[[Aura Sphere#Reverse Aura Sphere|Reverse Aura Sphere]] now slightly pushes Lucario backward, improving its [[mindgame]] potential.}}
**{{change|Aura Sphere has updated visual effects. Its outline is thicker and makes it appear slightly jagged, instead of smooth.}}
*{{change|Aura Sphere has updated visual effects. Its outline is thicker and makes it appear slightly jagged, instead of smooth.}}
*[[Force Palm]]:
*{{buff|[[Force Palm]]'s near blast deals 1.88% more damage (10% → 11.88%).}}
**{{buff|Force Palm's size now scales with aura.}}
*{{nerf|Force Palm's mid and far blast deal less damage (9% (mid)/8% (far) → 7.56% (both)).}}
**{{buff|Force Palm's near blast deals 1.88% more damage (10% → 11.88%).}}
*{{buff|Force Palm's blast is faster and larger, and has increased knockback, improving its KO potential.}}
**{{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|Force Palm's mid and far blast deal less damage (9% (mid)/8% (far) → 7.56% (both)).}}
*{{change|Force Palm's animation has changed. Lucario now leans in farther 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.}}
*{{change|Force Palm's visual and sound effects have changed. Its blast is now shaped like a smooth flame instead of a jagged flame, and its sound effect's pitch scales with Aura.}}
**{{change|Force Palm's visual and sound effects have changed. Its blast is now shaped like a smooth flame instead of a jagged flame, and its sound effect's pitch scales with Aura.}}
*{{buff|[[Extreme Speed]] has received a hitbox at the end of its animation that deals 3% and launches at 38°, improving its safety.}}
*[[Extreme Speed]]:
*{{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.}}
**{{buff|Extreme Speed has received a hitbox at the end of its animation that deals 3% and launches at 38°, improving its safety. The distance it covers also now scales with Aura, drastically improving its recovery.}}
*{{change|Extreme Speed's distance now scales with Aura.}}
**{{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|The removal of the [[grab release glitch]] allows Lucario to re-use Extreme Speed if it has been grabbed in midair.}}
**{{bugfix|Extreme Speed is reusable if it ends on the ground with tap jump disabled.}}
*{{buff|[[Double Team]] has increased power and range.}}
*[[Double Team]]:
*{{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.}}
**{{buff|Double Team has a longer duration (frames 5-35 → 5-39) increased power and range.}}
*[[Mega Lucario]]:
**{{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.}}


==Update history==
==Update history==
Lucario has received a mix of buffs and nerfs from game updates. While it has experienced few direct changes, its most notable nerf in [[1.0.4]] gave a significant increase to Extreme Speed's landing lag if Lucario lands while helpless, making it notoriously exploitable. However, update [[1.1.3]] improved Lucario's mobility by increasing its walking, air and falling speeds, the latter of which makes it slightly less susceptible to vertical KOs.
Lucario has received a mix of buffs and nerfs from game updates. While it has experienced few direct changes, its most notable nerf in [[1.0.4]] gave a significant increase to Extreme Speed's landing lag if Lucario lands while helpless, making it notoriously exploitable. However, update [[1.1.3]] improved Lucario's mobility by increasing its walking, air and falling speeds, the latter of which makes it slightly less susceptible to vertical KOs.


The changes to shield mechanics have affected Lucario indirectly: due to the [[shieldstun]] increase in [[1.1.1]], Lucario could attempt to break shields by [https://www.youtube.com/watch?v=FO3fiOY6kIY using Aura Sphere on the edge] with the opponent shielding so the opponent could fall for an unavoidable KO if they did not attempt to SDI out of the move. However, this was very situational and was not used at high-level play. Furthermore, it became even more situational as of update 1.1.3 thanks to its [[hitlag]] being decreased, which results in it being impossible to perform with a charging Aura Sphere charge at low aura, although it is still possible to perform with a charging Aura Sphere at high aura (as the increased damage results in more shieldstun and shield hitlag). Even so, Lucario's most damaging moves, such as its smash attacks and Force Palm, are benefited by these changes due to their ranges, and in the case of its forward and down smashes, their hitlag.
The changes to shield mechanics have affected Lucario indirectly: due to the [[shieldstun]] increase brought about by update [[1.1.1]], Lucario could attempt to break shields by [https://www.youtube.com/watch?v=FO3fiOY6kIY using Aura Sphere on the edge] with the opponent shielding so the opponent could fall for an unavoidable KO if they did not attempt to SDI out of the move. However, this technique was very situational and was not used at high-level play.
 
Furthermore, Aura Sphere became even more situational as of update 1.1.3, thanks to its decreased [[hitlag]] resulting in it being impossible to perform with a charging Aura Sphere charge at low Aura. Despite this, it is still possible to perform with a charging Aura Sphere at high Aura, as the higher damage output generates more shieldstun and hitlag. Even so, Lucario's most damaging moves, such as its smash attacks and Force Palm, benefited from these changes thanks to their ranges and, in the case of its forward and down smashes, their hitlag.
 
'''{{GameIcon|ssb4-3ds}} [[1.0.4]]'''
'''{{GameIcon|ssb4-3ds}} [[1.0.4]]'''
{{UpdateList/1.0.4|char=Lucario}}
{{UpdateList/1.0.4|char=Lucario}}


'''{{GameIcon|ssb4-3ds}} 1.0.5'''
'''{{GameIcon|ssb4-3ds}} 1.0.5'''
*{{bugfix|Fixed a glitch where [[Extreme Speed]] could be used to cancel [[hitstun]].}}
*{{bugfix|Fixed a glitch where [[Extreme Speed]] could be used to cancel non-tumble [[hitstun]] (this was never present in the {{GameIcon|ssb4-wiiu}} version).}}


'''{{GameIcon|ssb4}} [[1.0.6]]'''
'''{{GameIcon|ssb4}} [[1.0.6]]'''
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'''{{GameIcon|ssb4}} [[1.0.8]]'''
'''{{GameIcon|ssb4}} [[1.0.8]]'''
*{{Buff|Neutral attack's first hit's knockback growth decreased. This allows it to connect better with its second hit.}}
*{{Buff|Neutral attack's first and second hits' knockback decreased. This allows them to connect together better.}}


'''{{GameIcon|ssb4}} [[1.1.1]]'''
'''{{GameIcon|ssb4}} [[1.1.1]]'''
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*Lucario's moveset is affected by [[Aura]]. The following moveset list details the properties of its attacks when its Aura is at its lowest (0%), average (70%), and highest levels (190%).
*Lucario's moveset is affected by [[Aura]]. The following moveset list details the properties of its attacks when its Aura is at its lowest (0%), average (70%), and highest levels (190%).
*Lucario is able to [[Crawling|crawl]], [[wall cling]], and [[wall jump]].
*Lucario is able to [[Crawling|crawl]], [[wall cling]], and [[wall jump]].
''For a gallery of Lucario's hitboxes, see [[/Hitboxes|here]].''
{{MovesetTable
{{MovesetTable
|game=SSB4
|game=SSB4
Line 220: Line 273:
|edgedesc=Performs a double palm thrust that emits a small blast of Aura while climbing up.
|edgedesc=Performs a double palm thrust that emits a small blast of Aura while climbing up.
|nsdefname=Aura Sphere
|nsdefname=Aura Sphere
|nsdefdmg={{AuraDamageSSB4|17.25}} (fully charged)
|nsdefdmg={{AuraDamageSSB4|6.8}} (no charge), {{AuraDamageSSB4|17.25}} (fully charged), {{AuraDamageSSB4|0.7}} (charging sphere)
|nsdefdesc=A chargeable, condensed sphere of {{s|bulbapedia|Aura}}. Pressing the special button again will make Lucario [[bulbapedia:Aura Sphere (move)|fire the sphere]]. Its size scales with Aura. A charging Aura Sphere can lead into up smash for a KO.
|nsdefdesc=A chargeable, condensed sphere of {{s|bulbapedia|Aura}}. Nearby opponents take minor damage if touching the sphere while charging. Pressing the special button again will make Lucario [[bulbapedia:Aura Sphere (move)|fire the sphere]]. Charging increases damage, speed, range, and size, while its size and damage further increase scale with Aura. A fully charged sphere pushes Lucario back slightly. A charging Aura Sphere can lead into up smash for a KO.
|nsc1name=Snaring Aura Sphere
|nsc1name=Snaring Aura Sphere
|nsc1dmg={{AuraDamageSSB4|14.5}} (fully charged)
|nsc1dmg={{AuraDamageSSB4|2.5}} (no charge), {{AuraDamageSSB4|14.5}} (fully charged), {{AuraDamageSSB4|0.5}} (charging sphere)
|nsc1desc=A slower variation that has a [[wind|vacuum]] effect that pulls opponents toward the Aura Sphere itself. Has extra ending lag and deals slightly less damage. Two uncharged Snaring Aura Spheres can exist on-screen at the same time.
|nsc1desc=A slower variation, similar to [[Charge Shot|Dense Charge Shot]], but has a [[pulling|vacuum]] effect that pulls opponents toward the Aura Sphere itself. Has extra ending lag and deals slightly less damage, but can strike opponents up to three times. Two Snaring Aura Spheres can exist on-screen at the same time per Lucario. Charged spheres don’t push Lucario back.
|nsc2name=Piercing Aura Sphere
|nsc2name=Piercing Aura Sphere
|nsc2dmg={{AuraDamageSSB4|6.75}} (fully charged)
|nsc2dmg={{AuraDamageSSB4|3}} (no charge), {{AuraDamageSSB4|6.75}} (fully charged), {{AuraDamageSSB4|0.7}} (charging sphere)
|nsc2desc=A faster variation that pierces opponents, but deals significantly less damage.
|nsc2desc=A smaller, faster variation that pierces opponents, but deals significantly less damage.
|ssdefname=Force Palm
|ssdefname=Force Palm
|ssdefdmg={{AuraDamageSSB4|11.875}} (near blast), {{AuraDamageSSB4|7.5}} (mid/far blast), {{AuraDamageSSB4|13}} (throw), 6% (escape)
|ssdefdmg={{AuraDamageSSB4|11.875}} (near blast), {{AuraDamageSSB4|7.5}} (mid/far blast), {{AuraDamageSSB4|13}} (throw), 6% (escape)
Line 236: Line 289:
|ssc2name=Long-Distance Force Palm
|ssc2name=Long-Distance Force Palm
|ssc2dmg={{AuraDamageSSB4|7.4}} (near blast), ≈{{AuraDamageSSB4|4.23}} (mid/far blast), {{AuraDamageSSB4|13}} (throw), 6% (escape)
|ssc2dmg={{AuraDamageSSB4|7.4}} (near blast), ≈{{AuraDamageSSB4|4.23}} (mid/far blast), {{AuraDamageSSB4|13}} (throw), 6% (escape)
|ssc2desc=Has more range, but deals less damage.
|ssc2desc=Has more range, but deals less damage and has slightly more startup lag.
|usdefname=Extreme Speed
|usdefname=Extreme Speed
|usdefdmg={{AuraDamageSSB4|6}}
|usdefdmg={{AuraDamageSSB4|6}}
|usdefdesc=[[bulbapedia:Extreme Speed|Propels itself in a predetermined direction]] by blasting steams of Aura from its forepaws. Has a hitbox at the end of its animation. Like Force Palm's blast, Extreme Speed's range scales with Aura.
|usdefdesc=Briefly stalls before [[bulbapedia:Extreme Speed|propelling itself in a predetermined direction]] by blasting steams of Aura from its forepaws. Has a hitbox at the end of its animation. Like Force Palm's blast, Extreme Speed's range scales with Aura. Covers a lot of distance very quickly, but suffers high landing lag.
|usc1name=Ride the Wind
|usc1name=Ride the Wind
|usc1dmg=—
|usc1dmg=—
|usc1desc=Slower and deals no damage, but grants more control over Lucario's trajectory.
|usc1desc=Slower and deals no damage, but travels even farther and grants more control over Lucario's trajectory, though this can cause Lucario to veer off course and SD.
|usc2name=Extreme Speed Attack
|usc2name=Extreme Speed Attack
|usc2dmg={{AuraDamageSSB4|4}} (hit 1), {{AuraDamageSSB4|7}} (hit 2)
|usc2dmg={{AuraDamageSSB4|4}} (hit 1), {{AuraDamageSSB4|7}} (hit 2)
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|dsdefname=Double Team
|dsdefname=Double Team
|dsdefdmg={{AuraDamageSSB4|11}}
|dsdefdmg={{AuraDamageSSB4|11}}
|dsdefdesc=Performs a {{s|wikipedia|kata}}. If Lucario is attacked, it will disappear while [[bulbapedia:Double Team (move)|emitting afterimages]] and then counterattacks with a flying kick from behind the attacker.
|dsdefdesc=Performs a {{s|wikipedia|kata}}. If Lucario is attacked, it will disappear while [[bulbapedia:Double Team (move)|emitting afterimages]] and then counterattack with a flying kick from behind the attacker. Tied for having the biggest counter window with [[Vision]], and strikes swiftly, although the attack can miss its target outright and even send Lucario flying off stage, particularly if used while airborne.
|dsc1name=Glancing Counter
|dsc1name=Glancing Counter
|dsc1dmg={{AuraDamageSSB4|10}}
|dsc1dmg={{AuraDamageSSB4|10}}
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|fsname=Mega Lucario
|fsname=Mega Lucario
|fsdmg=—
|fsdmg=—
|fsdesc=[[bulbapedia:Mega Evolution|Mega Evolves]] into Mega Lucario. 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.
|fsdesc=[[bulbapedia:Mega Evolution|Mega Evolves]] into Mega Lucario. 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. Lucario can still use his custom special moves after transforming.
}}
 
===Stats===
{{Attributes
|cast = 58
|weight = 99
|rweight = 21
|dash = 1.8
|rdash = 5-8
|run = 1.55
|rrun = 33
|walk = 1.05
|rwalk = 37-38
|trac = 0.0736
|rtrac = 1
|airfric = 0.005
|rairfric = 52-54
|air = 1.09
|rair = 20
|baseaccel = 0.0
|rbaseaccel = 56-58
|addaccel = 0.07
|raddaccel = 18-28
|gravity = 0.084
|rgravity = 37
|fall = 1.68
|rfall = 14-15
|ff = 2.688
|rff = 15-16
|jumpsquat = 5
|rjumpsquat = 14-41
|jumpheight = 37.619999
|rjumpheight = 10
|shorthop = 18.193617
|rshorthop = 9
|djump = 37.619999
|rdjump = 12
}}
}}
===[[Announcer]] call===
{{audio|Needs announcer calls from other languages.}}
<gallery>
Lucario English Announcer SSB4-SSBU.wav|English/Japanese/Chinese
</gallery>''


===[[On-screen appearance]]===
===[[On-screen appearance]]===
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|desc-up=Folds its arms and then extends them while growling and emitting a surging, jagged, flame-shaped field of Aura around itself.
|desc-up=Folds its arms and then extends them while growling and emitting a surging, jagged, flame-shaped field of Aura around itself.
|desc-side=Extends its right forepaw forward and growls before emitting a small blast of Aura from its forepaw.
|desc-side=Extends its right forepaw forward and growls before emitting a small blast of Aura from its forepaw.
|desc-down=Performs a {{s|wikipedia|kata}} that is very similar to the one performed during [[Double Team]].}}
|desc-down= Stands on one foot and holds one hand in mid-air, assuming a {{s|wikipedia|Fujian White Crane}}-like stance.}}


===[[Idle pose]]s===
===[[Idle pose]]s===
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|game=SSB4
|game=SSB4
|desc-us=Lu-cario!
|desc-us=Lu-cario!
|desc-jp=Lu-car-io!
|desc-jp=Ru-ka-rio!
|pitch-us=Group chant
|pitch-us=Group chant
|pitch-jp=Group chant}}
|pitch-jp=Group chant}}


===[[Victory pose]]s===
===[[Victory pose]]s===
{{Incomplete|Japanese victory quotes with translations}}
{{Victory/SSB4
{{Victory/SSB4
|victory-theme=PokemonUniverseTheme.ogg
|victory-theme=PokemonUniverseTheme.ogg
|victory-desc=An orchestral excerpt of the title theme from [[bulbapedia:Pokémon Red and Blue Versions|''Pokémon Red'', ''Blue'']] and [[bulbapedia:Pokémon Red and Green Versions|''Green Versions'']], which has since become the main theme of the ''Pokémon'' series.
|victory-desc=An orchestral excerpt of the title theme from [[bulbapedia:Pokémon Red and Blue Versions|''Pokémon Red'', ''Blue'']] and [[bulbapedia:Pokémon Red and Green Versions|''Green Versions'']], which has since become the main theme of the ''Pokémon'' series.
|desc-1=Moves its paws in front of itself and then clasps them together while saying "The Aura is with me!" ({{ja|弱い|Yowai}}
|desc-1=Moves its paws in front of itself and then clasps them together while saying "The Aura is with me!" ({{ja|波導は我にあり!|Hadō wa ware ni ari!}}, ''The aura is with me!'').
|desc-2=Extends both arms forward and next to each other while emitting small blasts of Aura from its paws, then assumes a {{s|wikipedia|Fujian White Crane}}-like stance while saying "Behold the power of Aura." ({{ja|最大オーラ|Saidai ōra}}
|desc-2=Extends both arms forward and next to each other while emitting small blasts of Aura from its paws, then assumes a {{s|wikipedia|Fujian White Crane}}-like stance while saying "Behold the power of Aura." ({{ja|満ちるぞ、この波導!|Michiru zo, kono hadō!}}, ''I am filled with aura!'').
|desc-3=Performs a kata where it leans forward while extending its left arm forward, keeping its right arm to its side, and performing a kiai while a flame-like field of Aura briefly surges from its body.
|desc-3=Performs a kata where it leans forward while extending its left arm forward, keeping its right arm to its side, and performing a kiai while a flame-like field of Aura briefly surges from its body.
|char=Lucario}}
|char=Lucario}}
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|set10=1311
|set10=1311
}}
}}
===Notable players===
===Most historically significant players===
====Active====
<!--This character has a ten player limit for this section. Before adding and/or removing a player, read these guidelines: https://www.ssbwiki.com/SmashWiki:Notability#%22Most_historically_significant_players%22_guidelines -->
*{{Sm|Astro|Canada}}
*{{Sm|Day|USA}} - Considered the best Lucario player in North America. Took a set off {{Sm|ZeRo}} at [[Super Smash Con 2016]]. Placed 17th at said tournament.
*{{Sm|QD|USA}} - One of the best Lucario players in the Midwest. Expanded Lucario's metagame.
*{{Sm|JohnnstR|USA}} - One of the best Lucario players in the Midwest. Expanded Lucario's metagame and has achieved high results against Michigan's top players.
*{{Sm|Gomamugitya|Japan}} - One of the best Lucario players in Japan. Frequently teams with {{Sm|Taiheita}}, creating a powerful doubles team (with them notably winning [[Super Smash Con 2016]] over ZeRo and {{Sm|Nairo}}).
*{{Sm|Kamicario|USA}} - One of the best Lucario players in North America. Notably placed 13th at [[CEO 2015]] and 5th at [[Low Tier City 3]].
*{{Sm|Loota|Finland}} - One of the best Lucario players in Europe. Notably placed 3rd at [[Eclipse]].
*{{Sm|Maverick|USA}} - Considered the best Lucario player in the New England region. Notably placed 5th at [[GUMS 8]] and 17th at [[Shine 2016]] and has defeated {{Sm|Marss}} and {{Sm|Ned}}.
*{{Sm|Motsunabe|Japan}} - One of the best Lucario players in Japan.
*{{Sm|P2P with Gibus|USA}} - Considered the best Lucario player in Texas. Notably placed 7th at [[Low Tier City 4]].
*{{Sm|Richi|Mexico}} - Has sets over players like {{Sm|Serge}}.
*{{Sm|Serge|Mexico}} - Considered the best Lucario player in Mexico.
*{{Sm|Shiny|USA}}
*{{Sm|Tsu-|Japan}} - Considered the best Lucario player in the world. He has taken sets off of players such as ZeRo, Abadango, Mr.R, VoiD, Salem, Tweek, KEN, and Kirihara.
*{{Sm|XF0|Kuwait}} - Considered the best Lucario player in the Middle East. Took a set off of Mr. R at Nemesis 2017.
*{{Sm|Vivid|USA}} - Considered the best Lucario player in Tri-State.
*{{Sm|Jeda|France}} - Ranked 9th in France, considered the best Lucario player in Europe, has sets over players like Meru, Ogey, TheFlow.


====Inactive====
''See also: [[:Category:Lucario players (SSB4)]]''
*{{Sm|Azen|USA}}
 
*{{Sm|Day|USA}} - The best Lucario player in North America who was the first Lucario player ranked globally, ranking 38th on the [[PGR v3]] thanks to results such as 13th at {{Trn|EVO 2016}} defeating {{Sm|6WX}}, 17th at {{Trn|Super Smash Con 2016}} defeating {{Sm|ZeRo}}, and 25th at {{Trn|2GGT: ZeRo Saga}} defeating {{Sm|dyr}}. Although never ranked on a regular PGR list after 2016, he remained the second-best Lucario player in the world, ultimately ranking 80th on the [[PGR 100]].
*{{Sm|Gomamugitya|Japan}} - Although more known for his doubles prowess when teaming with {{Sm|Taiheita}}, which includes winning doubles at {{Trn|Super Smash Con 2016}}, he is also considered one of the best Lucario players from Japan, most notably placing 7th at {{Trn|KTAR XIX}} defeating {{Sm|CaptainZack}} and 9th at {{Trn|Sumabato 11}} defeating {{Sm|Sigma}}.
*{{Sm|Motsunabe|Japan}} - Japan's best Lucario player before Tsu- who was the best Lucario player from late-2015 to mid-2016, winning {{Trn|Umebura 20}} over {{Sm|KEN}} and {{Sm|RAIN}}, placing 3rd at {{Trn|SHI-G Tournament}} defeating {{Sm|Kirihara}} and {{Sm|Nietono}}, and placing 9th at {{Trn|Umebura Niconico Qualifier}}. He stopped competing by the end of 2017.
*{{Sm|Richi|Mexico}} - The second-best Lucario player in Mexico after Serge, ranking as high as 18th on the [[Mexican Power Rankings]] in 2017. Unlike Serge, he was a solo-main, and placed 7th at {{Trn|Smash Fest 3}}, 9th at both {{Trn|Smash Factor 5}} and {{Trn|The Arena 2017}}, and 13th at {{Trn|Smash Factor 6}} with only Lucario.
*{{Sm|Serge|Mexico}} - Known for playing a variety of characters but was primarily a Lucario player, and was Mexico's premier Lucario player, peaking at 8th on the [[Mexican Power Rankings]] in 2017. He placed highly at some of Mexico's largest events, including 5th at {{Trn|Smash Factor 5}} and 7th at {{Trn|Smash Factor 6}}.
*{{Sm|Tsu-|Japan}} - The best Lucario player of all-time, ranking 32nd on the [[PGR 100]]. He is best known for placing 2nd at {{Trn|Frostbite 2017}} defeating {{Sm|ZeRo}} among other top players. He has also placed 4th at {{Trn|Niconico Tokaigi 2017}} as well as 7th at {{Trn|Umebura S.A.T.}}, {{Trn|2GGC: ARMS Saga}}, and {{Trn|2GGC: West Side Saga}}, the only Lucario player with multiple top 8 placements at majors.


===Tier placement and history===
===Tier placement and history===
Lucario was considered to be a viable character since the game's release. The aura buffs, which vastly increased Lucario's KO power to the point where a max Aura Lucario could consistently KO opponents under 75%, and improved its recovery to become one of the best, as well as a powerful combo game, lead many professionals to view Lucario as a high-tier character. Despite its low tournament representation, it achieved lukewarm results in the game's early lifespan thanks to notable players such as {{Sm|Day}}, {{Sm|Motsunabe}} and {{Sm|Serge}}, and would eventually be ranked 23rd on the first ''4BR'' [[tier list]]. More recently, Lucario has achieved better tournament representation in competitive play. At [[Smash Factor 5]], Serge, along with fellow smashers Daimy and Richi, placed among the top 12 using Lucario. Day also managed to place 17th at [[Super Smash Con 2016]], a much bigger tournament which had many top level players attending and notably saw him defeat {{sm|ZeRo}}, which sent him into the losers bracket of said tournament, a feat achieved by only a select few. {{Sm|Gomamugitya}} also managed to place 1st with his partner in the [[Super Smash Con 2016#Super Smash Bros. for Wii U doubles|doubles tournament of Super Smash Con 2016]] while using Lucario. This caused it to slightly rise to 22nd place on the second tier list.
Lucario was considered to be a viable character since the game's release. The aura buffs, which vastly increased Lucario's KO power to the point where a max Aura Lucario could consistently KO opponents under 75%, and improved its recovery to become one of the best, as well as a powerful combo game, lead many professionals to view Lucario as a high-tier character. Despite its low tournament representation, it achieved acceptable results in the game's early lifespan thanks to notable players such as {{Sm|Day}}, {{Sm|Motsunabe}} and {{Sm|Serge}}, and would eventually be ranked 23rd on the first ''4BR'' [[tier list]]. More recently, Lucario has achieved better tournament representation in competitive play. At [[Smash Factor 5]], Serge, along with fellow smashers Daimy and Richi, placed among the top 12 using Lucario. Day also managed to place 17th at [[Super Smash Con 2016]], a much bigger tournament which had many top level players attending and notably saw him defeat {{sm|ZeRo}}, which sent him into the losers bracket of said tournament, a feat achieved by only a select few. {{Sm|Gomamugitya}} also managed to place 1st with his partner in the [[Super Smash Con 2016#Super Smash Bros. for Wii U doubles|doubles tournament of Super Smash Con 2016]] while using Lucario. This caused it to slightly rise to 22nd place on the second tier list.


However, Lucario's tier position was considered one of the most contentious of all characters, as some within the community (that grew steadily bigger around late 2015) began seeing Lucario as having one of the worst neutral games due to its laggy attacks and subpar movement speed, and viewed its recovery as blown out of proportion as its flaws were surprisingly easy to exploit, especially with its extreme landing from a helpless state lag post 1.0.4. they considered Lucario as a poor character who suffered from overspecializing with the aura gimmick, thus leaving it as little threat to a cautious player. As time went on, Lucario's tournament results grew barren, with fewer players maining it, thus causing more and more to look down on it.
As time went on, Lucario's tier position grew to be among the most contentious of all characters, as players within the community (that grew steadily bigger around late 2015) began seeing Lucario as having one of the worst neutral games due to its laggy attacks and subpar movement speed, and viewed its recovery as blown out of proportion as its flaws were surprisingly easy to exploit, especially with its extreme landing from a helpless state lag post 1.0.4. A number of professionals then considered Lucario to be a poor character who suffered from overspecializing with the aura gimmick, thus leaving it as little threat to a cautious player. As time went on, Lucario's tournament results grew barren, with fewer players maining it, thus causing more and more to look down on it.


However, Lucario's results then noticeable improved as time went on due to some new developments in its metagame, and has seen generally improved results, especially in Japan, leading it to be perceived more positively again in spite of very skilled competition. This allowed Lucario to rise to 19th on the third and tier list. While some felt that Lucario's placement was too high due to its inconsistent results and "high-risk, high-reward" playstyle, {{Sm|Tsu-}} surprisingly placed 2nd at [[Frostbite 2017]], while sending ZeRo to the losers bracket and having very close games with him on the tournament's grand finals, making these thoughts less common. This very high result, tied with more consistent ones, have led Lucario to rise to 17th on the fourth and current tier list. As such, the majority of players feel that Lucario's current placing is well deserved for the time being, so it is still seen as a viable pick in tournaments.
In spite of these setbacks, Lucario's results have since noticeably improved as time went on due to some new developments towards its metagame, and has seen generally improved results, especially in Japan, leading it to be perceived more positively again in spite of high competition. This allowed it to rise to 19th on the third and tier list. While some advocated Lucario's placement was too high due to its inconsistent results and high-risk playstyle, {{Sm|Tsu-}} broke through perceptions by placing 2nd at [[Frostbite 2017]], while defeating ZeRo at the same tournament. Although ZeRo himself managed to win the tournament, This very high result, tied with more consistent ones, have led Lucario to rise to 17th on the fourth and current tier list. As such, the majority of players feel that Lucario's current placing was accurate for the time being, although a few professionals occasionally voice about its high-risk playstyle being a liability against competitive play, most notably against characters such as {{SSB4|Cloud}}.


==Trophies==
==[[Trophies]]==
:'''Lucario'''
{{Trophy/Fighter
::{{flag|ntsc}} ''A Fighting/Steel-type Pokémon that excels in combat through the reading and manipulation of Aura. As Lucario takes more damage, its attacks grow in strength. At maximum power, Lucario deals triple damage and its Aura Sphere is particularly devastating! Foes won't even know what hit them!''
|name=Lucario
|image-3ds=LucarioTrophy3DS.png
|image-wiiu=LucarioTrophyWiiU.png
|mode=Classic
|desc-ntsc=A Fighting/Steel-type Pokémon that excels in combat through the reading and manipulation of Aura. As Lucario takes more damage, its attacks grow in strength. At maximum power, Lucario deals triple damage and its Aura Sphere is particularly devastating! Foes won't even know what hit them!
|desc-pal=This Fighting- and Steel-type Pokémon can sense the movements of its enemies using its Aura abilities, and is even said to be able to see enemies when they're invisible. As it takes damage, its attacks grow in strength. At maximum power, it deals triple damage, which can make its Aura Sphere attack a real force to be reckoned with!
|gamelist-ntsc={{Trophy games|console1=DS|game1=Pokémon Diamond & Pokémon Pearl|release1=04/2007|console2=3DS|game2=Pokémon X & Pokémon Y|release2=10/2013}}
|gamelist-pal={{Trophy games|console1=DS|game1=Pokémon Diamond/Pearl|release1=07/2007|console2=3DS|game2=Pokémon X/Y|release2=10/2013}}
}}
{{clrl}}


::{{flag|pal}} ''This Fighting- and Steel-type Pokémon can sense the movements of its enemies using its Aura abilities, and is even said to be able to see enemies when they're invisible. As it takes damage, its attacks grow in strength. At maximum power, its deals triple damage, which can make its Aura Sphere attack a real force to be reckoned with!''
{{Trophy/Fighter
|name=Lucario (Alt.)
|image-3ds=LucarioAltTrophy3DS.png
|image-wiiu=LucarioAltTrophyWiiU.png
|mode=Alt
|desc-ntsc=Lucario's up special Extreme Speed will send this Pokémon soaring on the path you choose. Lucario flies farther the more damage it's taken. Lucario makes use of its Aura for the side special Force Palm. At extremely close range, Lucario will grab an enemy first, dealing additional damage.
|desc-pal=The Extreme Speed up special sends Lucario rushing in your chosen direction, and you can adjust the flight path mid-air. Also, the more damage Lucario takes, the further it will go. For the Force Palm side special, Lucario attacks with its Aura. Using it while close to an enemy adds a grab to the move and deals extra damage.
|gamelist-ntsc={{Trophy games|console1=DS|game1=Pokémon Diamond & Pokémon Pearl|release1=04/2007|console2=3DS|game2=Pokémon X & Pokémon Y|release2=10/2013}}
|gamelist-pal={{Trophy games|console1=DS|game1=Pokémon Diamond/Pearl|release1=07/2007|console2=3DS|game2=Pokémon X/Y|release2=10/2013}}
}}
{{clrl}}


{{Trophy games|console1=DS|game1=Pokémon Diamond and Pokémon Pearl (04/2007)|console2=3DS|game2=Pokémon X and Pokémon Y (10/2013)}}
{{Trophy/Fighter
 
|name=Mega Evolution (Lucario)
:'''Lucario (Alt.)'''
|image=MegaLucarioTrophyWiiU.png
::{{flag|ntsc}} ''Lucario's up special Extreme Speed will send this Pokémon soaring on the path you choose. Lucario flies farther the more damage it's taken. Lucario makes use of its Aura for the side special Force Palm. At extremely close range, Lucario will grab an enemy first, dealing additional damage.''
|desc-ntsc=In Lucario's Final Smash, it Mega Evolves into Mega Lucario. The attacks it can use don't change, but its Aura abilities become more powerful than ever, letting it deal more damage and launch opponents farther. It can also resist being launched by other fighters, but the more attacks it takes, the sooner it will transform back.
 
|desc-pal=For Lucario's Final Smash, it Mega Evolves into Mega Lucario. The attacks it can use don't change, but its Aura abilities become more powerful than ever, letting it deal even more damage and launch opponents even further. It can also resist being launched by other fighters, but the more attacks it takes, the less time the Final Smash lasts.
::{{flag|pal}} ''The Extreme Speed up special sends Lucario rushing in your chosen direction, and you can adjust the flight path mid-air. Also, the more damage Lucario takes, the further it will go. For the Force Palm side special, Lucario attacks with its Aura. Using it while close to an enemy adds a grab to the move and deals extra damage.''
|game=ssb4-wiiu
 
}}
{{Trophy games|console1=DS|game1=Pokémon Diamond and Pokémon Pearl (04/2007)|console2=3DS|game2=Pokémon X and Pokémon Y (10/2013)}}
{{clrl}}
 
:'''Mega Evolution (Lucario)'''
::{{flag|ntsc}} ''In Lucario's Final Smash, it Mega Evolves into Mega Lucario. The attacks it can use don't change, but its Aura abilities become more powerful than ever, letting it deal more damage and launch opponents farther. It can also resist being launched by other fighters, but the more attacks it takes, the sooner it will transform back.''
 
::{{flag|pal}} ''For Lucario's Final Smash, it Mega Evolves into Mega Lucario. The attacks it can use don't change, but its Aura abilities become more powerful than ever, letting it deal even more damage and launch opponents even further. It can also resist being launched by other fighters, but the more attacks it takes, the less time the Final Smash lasts.''
 
<center>
<gallery>
LucarioTrophy3DS.png|Classic (3DS)
LucarioAllStarTrophy3DS.png|Alt. (3DS)
LucarioTrophyWiiU.png|Classic (Wii U)
LucarioAltTrophyWiiU.png|Alt. (Wii U)
MegaLucarioTrophyWiiU.png|[[Mega Lucario]]
</gallery>
</center>


==In [[Event Match]]es==
==In [[Event Match]]es==
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*Lucario and {{SSB4|Dr. Mario}} are the only characters to lack a [[meteor smash]] of any kind, including [[unconventional meteor smash]]es.
*Lucario and {{SSB4|Dr. Mario}} are the only characters to lack a [[meteor smash]] of any kind, including [[unconventional meteor smash]]es.
*Lucario and {{SSB4|Mewtwo}} are the only Pokémon whose [[on-screen appearance]]s do not involve emerging from a [[Poké Ball]].
*Lucario and {{SSB4|Mewtwo}} are the only Pokémon whose [[on-screen appearance]]s do not involve emerging from a [[Poké Ball]].
*Lucario is the only character whose up special move is still affected by the [[grab release glitch]].
*While [[Giga Bowser (Final Smash)|Bowser]], [[Giga Mac|Little Mac]], and [[Wario-Man|Wario]] use mirrored versions of their regular special moves as opposed to their custom versions after transforming via their [[Final Smash]], [[Mega Lucario|Lucario]] is still able to use his custom special moves, further enhanced by the boosted Aura.


==References==
==References==
{{reflist}}
{{reflist}}
{{SSB4Characters}}
{{SSB4Characters}}
{{Pokémon universe}}
{{Pokémon universe}}


[[Category:Lucario (SSB4)]]
[[Category:Lucario (SSB4)| ]]
[[Category:Pokémon (SSB4)]]
[[Category:Pokémon (SSB4)]]
[[Category:Trophies (SSB4-3DS)]]
[[Category:Trophies (SSB4-3DS)]]
[[Category:Trophies (SSB4-Wii U)]]
[[es:Lucario (SSB4)]]