Lucario (SSB4): Difference between revisions

Formality, detail, and skipped customs.
m (→‎Attributes: Corrected two of my mistakes. Also, I'm sorry I stole your chance, HawkSoulBacon... xD)
(Formality, detail, and skipped customs.)
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Lucario's attributes are overall balanced. It has below average [[Walking|walking speed]] and [[Dash|dashing speed]], while having above average [[weight]] and [[falling speed]], as well as average [[air speed]], [[gravity]] and air acceleration. It is also able to [[crawl]] and one of the only four characters that can [[wall cling]].
Lucario's attributes are overall balanced. It has below average [[Walking|walking speed]] and [[Dash|dashing speed]], while having above average [[weight]] and [[falling speed]], as well as average [[air speed]], [[gravity]] and air acceleration. It is also able to [[crawl]] and one of the only four characters that can [[wall cling]].


Lucario possesses a unique ability that no other character in the game has: [[aura]]. The aura appears as blue concentrated energy, and is used in every single move Lucario performs. As a mechanic, the aura is a damage multiplier, starting from 0.66x and capping at 1.7x when Lucario has 190% damage. This means that, even though most of Lucario's moves have high knockback scaling, their power is extremely low with low aura, and insufficient to KO until well beyond 150%. However, with high aura, Lucario's moves have insane power, and at max aura, almost all of them easily surpass every other character's, including {{SSB4|Bowser}}'s and {{SSB4|Ganondorf}}'s. Its grab game receives huge benefits as well. Since Lucario's [[pummel]] is the fastest in the game, it can deal large amounts of damage at high percents. Its up throw has low base knockback, and can combo effectively at most percents. It's also the most damaging when Lucario's aura is high, making up for its increased power. Its forward throw is one of the fastest throws in the game, as well as the strongest with high aura. Its back throw deals a large amount of damage, and is also a [[semi-spike]], making it excellent for [[edge-guarding]] and [[tech-chasing]].
Lucario possesses a unique ability that no other character in the game has: [[aura]]. The aura appears as blue concentrated energy, and is used in every single move Lucario performs. As a mechanic, the aura is a damage multiplier, starting from 0.66x and capping at 1.7x when Lucario has 190% damage. This means that, even though most of Lucario's moves have high knockback scaling, their power is extremely low with low aura, and insufficient to KO until well beyond 150%. However, with high aura, Lucario's moves have incredible power, and at max aura, almost all of them easily surpass every other character's, including {{SSB4|Bowser}}'s and {{SSB4|Ganondorf}}'s. In addition, the new [[rage]] mechanic complements Lucario's aura extremely well, granting it significantly more KO potential as its damage escalates (Creating the illusion that Lucario's aura is stronger than it actually is). Its grab game receives huge benefits as well. Since Lucario's [[pummel]] is the fastest in the game, it can deal large amounts of damage at high percents. Its up throw has low base knockback, and can combo effectively at most percents. It's also the most damaging when Lucario's aura is high, making up for its increased power. Its forward throw is one of the fastest throws in the game, as well as the strongest with high aura. Its back throw deals a large amount of damage, and is also a [[semi-spike]], making it excellent for [[edge-guarding]] and [[tech-chasing]].


Other strengths of Lucario include a very useful special moveset. [[Aura Sphere]] is a strong [[projectile]] very similar to the [[Charge Shot]]. However, since its size and power are affected by aura, it is much more dangerous at high percents. Its charge can also be held indefinitely, and the sphere can damage other opponents. [[Force Palm]] shoots a blast of aura forward, with its range and power increasing with aura. If used at point-blank, 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 impossible to [[gimp]]. Finally, [[Double Team]] is Lucario's [[counterattack]]. It is the strongest counter in the game with enough aura and plenty of [[range]], but it's also the slowest.
Other strengths of Lucario include a very useful special moveset. [[Aura Sphere]] is a strong [[projectile]] very similar to the [[Charge Shot]]. However, since its size and power are affected by aura, it is much more dangerous at high percents. When it is fully charged at maximum aura, the blast has so much [[priority]] that it is seemingly transcendent. Its charge can also be held indefinitely, and the sphere can damage other opponents. [[Force Palm]] shoots a blast of aura forward, with its range and power increasing with aura. If used at point-blank, 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 almost impossible to [[gimp]]. Finally, [[Double Team]] is Lucario's [[counterattack]]. It is the strongest counter in the game with enough aura and plenty of [[range]], but it's also the slowest, enabling rivals to avoid or even ''counter'' its counter if they act quickly enough.


However, Lucario has significant flaws. Its endurance is below average at best. Its stats do not help it at all, and one strong move is usually all it takes to end Lucario, preventing it from utilising high aura effectively, and resetting its damage output to very low levels. Its combo game is also heavily reliant on throws, as most other combo moves have either very limited follow-up options or have awkwardly positioned hitboxes. Its most serious flaw, however, is its polarized moveset. Its fastest moves are the weakest, and its strongest moves are the slowest, making the latter very [[punish]]able. Lucario's aura can also work against it. 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. Finally, Extreme Speed has has numerous flaws. The move is difficult to hit with, since Lucario can only damage the opponent head-on, and has very high ending and landing lag. With low aura, the move is also very slow and doesn't give much distance.
However, Lucario has significant flaws. Its endurance is below average at best. Its stats do not help it at all, and one strong move is usually all it takes to end Lucario, preventing it from utilising high aura effectively, and resetting its damage output to very low levels. Because of this, Lucario is forced to master the art of defending which, against skilled opponents, cannot protect it forever. Its combo game is also heavily reliant on throws, as most other combo moves have either very limited follow-up options or have awkwardly positioned hitboxes. Its most serious flaw, however, is its polarized moveset. Its fastest moves are the weakest, and its strongest moves are the slowest, making the latter very [[punish]]able. Lucario's aura can also work against it. 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. Finally, Extreme Speed has has numerous flaws. The move is difficult to hit with, since Lucario can only damage the opponent head-on, and has very high ending and landing lag. With low aura, the move is also very slow and doesn't give much distance.


Lucario's custom moves can give it notable benefits. Snaring Aura Sphere has a [[wind]] effect that pulls opponents in and moves slower, essentially repurposing 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 more range, making it easier to strike distant opponents. The grab is also stronger and a semi-spike, making it lethal in any situation. Ride the Wind gives the full distance at any percent, as well as great maneuverability. Lastly, Glancing Counter sacrifices some power but is able to attack even if Lucario isn't hit.
Lucario's custom moves can give it notable benefits. Snaring Aura Sphere has a [[wind]] effect that pulls opponents in and moves slower, essentially repurposing 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. The aptly named Long-Distance Force Palm has more range, allowing Lucario to strike '''very''' distant opponents with ease (albeit at the cost of less damage). The grab is a semi-spike, making it lethal in any situation. Advancing Force Palm also sacrifices power for range, but it has more lag and it moves Lucario forward in a makeshift pseudo-crawl. Extreme Speed Attack is yet another example of the "less/more range for more/less power" archetype, propelling Lucario at a decreased distance but allowing it to hit opponents during any part of the move, instead of just the end of it. Ride the Wind gives the full distance at any percent, as well as greatly boosted maneuverability. Stunning Double Team forgoes the counterattack of the original technique in favor of [[Paralyze|paralyzing]] the opponent instead, allowing for easy combo setups or finishing attacks. Lastly, Glancing Counter loses some power in exchange for being able to attack even if Lucario isn't hit.


Overall, Lucario's strengths are even with its flaws, and this has resulted in average tournament representation and results.
Overall, Lucario's strengths are even with its flaws, and this has resulted in average tournament representation and results.
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