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{{ArticleIcons|pm=y}}
{{ArticleIcons|pm=y|p+=y}}
{{Infobox Character Mod
{{Infobox Character Mod
|name         = Lucas
|name = Lucas
|image       = [[Image:Lucas SSBB.jpg|250px]]
|image = {{tabber|title1=Classic (PM)|content1=[[File:Lucas SSBB.jpg|250px]]|title2=Classic (P+)|content2=[[File:PPlus Lucas.png|250px]]|title3=Masked Man (PM)|content3=[[File:PMLucasAlt.png|250px]]|title4=Masked Man (P+)|content4=[[File:PPlus Masked Man Lucas.png|250px]]|title5=Smash 2 Lucas (P+)|content5=[[File:PPlus Smash 2 Lucas.png|250px]]}}
|mod         = Project M
|mod = Project M
|base         = ssbb
|base = SSBB
|altcostume   = {{s|wikibound|Masked Man}} Lucas
|moveset1 = Lucas (SSBB)
|moveset1    = Lucas (SSBB)
|altcostume = {{s|wikibound|Masked Man}} Lucas, ''[[Gameplay modification|Smash 2]]'' Lucas (''[[Project+]]'')
}}
}}
'''Lucas''' is a playable character in the ''[[Brawl]]'' mod ''[[Project M]]''. He has been given new options and moves in his recreation from ''Brawl'' to ''Project M''.  
'''Lucas''' is a playable character in the ''[[Brawl]]'' mod ''[[Project M]]''. He has been given new options and moves in his recreation from ''Brawl'' to ''Project M''.  


Lucas ranks 15th out of 41 on the [[Project M#Tier list|official]] [[tier list]], near the bottom of the A- tier, a substantial improvement over his 30th out of 38 placement in ''Brawl''.
Lucas ranks 15th out of 41 on the [[Project M#Tier list|official]] [[tier list]], near the bottom of the A- tier, a substantial improvement over his 30th out of 38 placement in ''Brawl''. In ''Project+'', Lucas is ranked 17th in the {{h2|Project+|tier list}}, in the A tier.  


==Attributes==
==Attributes==
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Overall, Lucas is a character who can make it very difficult for opponents who have bad out of shield options or moves that are less safe on whiff. His power additionally gives him an upper hand against characters who would otherwise survive longer at early percents. However, he has a hard time dealing with characters who can easily out-range or gimp him and have good tech-chasing options or chaingrabs. Overall, Lucas has significantly better matchups than he did in ''Brawl'', and that has led to above average tournament results and representation.
Overall, Lucas is a character who can make it very difficult for opponents who have bad out of shield options or moves that are less safe on whiff. His power additionally gives him an upper hand against characters who would otherwise survive longer at early percents. However, he has a hard time dealing with characters who can easily out-range or gimp him and have good tech-chasing options or chaingrabs. Overall, Lucas has significantly better matchups than he did in ''Brawl'', and that has led to above average tournament results and representation.


[[File:PMLucasAlt.png|thumb|Lucas' alternate costume.]]
==Changes from ''Brawl'' to PM==
<!--attributes paragraph-->
Lucas was heavily buffed from ''Brawl'' to ''Project M''. His ground mobility has been improved with his dashing speed increased and the ability to [[wavedash]], and overall the power of his attacks have been increased. One of his biggest buffs is the removal of the extra 10 grab-release frames that plagued him in ''Brawl'', as such he is no longer as vulnerable to [[grab release]] follow-ups. Lucas has been given many new options to combo and KO opponents on-stage, such as his new [[neutral attack]] and [[up tilt]] being reliable combo starters. His new neutral special, Offense Up, replaces his almost non-competitivly viable PK Freeze. When charged it signifficantly increases the damage, knockback, and range of his smash attacks giving him more viable KOing options. PK Freeze has been moved to his side special replacing PK Fire, however the physics are more akin to PK Fire. PK Freeze gives him a better approach due to being executed faster, especially in the air, and having more hitlag and reduced knockback to give him better follow-ups. PK Thunder has less startup and now corners tighter, making it much safer to use for a [[recovery]] and also allowing him to use it in tighters areas. PSI Magnet is now a useful combo technique as it can now be
jump-canceled and damages constantly rather than only at the end of the move, while at the same time making it less punishable.
 
The changes to ''Project M''{{'}}s engine also benefit Lucas: Lucas now has a much better approach thanks to a long [[wavedash]] due to his lower traction. Directional air dodges now provide him with an extra form of [[recovery]] besides PK Thunder. Additionally, Lucas can now DACUS, which has the longest distance in the game and, combined with Offense Up, provides him with a dangerous finisher.
 
However, Lucas has received some nerfs however. The main nerfs he received were to the range of his PSI attacks and recovery. Lucas has lost many of the advanced techniques he had with his side special: Unlike PK Fire, PK Freeze does not push Lucas backwards, which removed his ability to perform the [[Magnet Pull]] technique thus removing its use for recovery, along with the removal of [[Zap Jump]]. While PK Thunder has been made safer, it now travels a much shorter distance making his recovery worse. PSI Magnet's absorbing hitbox is smaller now, and it no longer turns Lucas around to absorb projectiles that are behind him. Lucas's endurance is much worse now as he is now the 8th lightest character in the game. Without the use of Offense Up, his smash attacks have reduced range and power thus reducing their KO potential. Overall it is more difficult to land the sweetspot for some attacks, such as forward tilt and forward aerial.


==Changes from ''Brawl'' to PM==
Overall Lucas's buffs outweigh his nerfs and his matchups and performance is significantly better than it was in ''Brawl''. His tournament representation has generally been much better than it was in ''Brawl''. While previously a low-mid tier in ''Brawl'', he is now considered a high tier character (15 out of 41).
Lucas was heavily buffed from ''Brawl'' to ''Project M'', as he was given many new options to combo and KO opponents on-stage. While it may seem Lucas's recovery has been nerfed due to the shorter distance that his up special travels, the new air dodge and tether mechanics allow him to come back on stage with greater ease than before.


===Aesthetics===
===Aesthetics===
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*{{change|Lucas' traction is lower (0.045 → 0.04). This makes it harder for him to punish out of shield but gives him a longer wavedash.}}
*{{change|Lucas' traction is lower (0.045 → 0.04). This makes it harder for him to punish out of shield but gives him a longer wavedash.}}
*{{buff|Lucas now has the option to [[double jump cancel]] with the same mechanics as {{PM|Ness}}, making his combo game even more deadly.}}
*{{buff|Lucas now has the option to [[double jump cancel]] with the same mechanics as {{PM|Ness}}, making his combo game even more deadly.}}
*{{buff|Lucas's additional lag from a grounded [[grab release]] has been removed; he is no longer vulnerable to grounded grab release followups or infinites.}}
*{{buff|Lucas's additional lag from a grounded [[grab release]] has been removed; he is no longer vulnerable to grounded grab release followups or infinites. He is also less vulnerable to air release followups due to the changes to the grab release mechanics.}}
*{{buff|Lucas now has a sliding [[DACUS]] which is also the longest DACUS in ''Project M''. In ''Brawl'', a DACUS would completely halt his momentum. This significantly improves up smash's approach potential.}}
*{{buff|Lucas now has a sliding [[DACUS]] which is also the longest DACUS in ''Project M''. In ''Brawl'', a DACUS would completely halt his momentum. This significantly improves up smash's approach potential.}}
*{{change|Lucas' fall speed is much higher (1.37 → 2.3) going from the 21st highest out of 39 characters to the 9th highest out of 41. This improve his vertical endurance but makes him more susceptible to combos.}}
*{{change|Lucas' fall speed is much higher (1.37 → 2.3) going from the 21st highest out of 39 characters to the 9th highest out of 41. This improves his vertical endurance but makes him more susceptible to combos.}}
*{{change|Lucas' gravity is higher (0.09 → 0.125). This improves his vertical endurance but make him more susceptible to combos.}}
*{{change|Lucas' gravity is higher (0.09 → 0.125). This improves his vertical endurance but make him more susceptible to combos.}}
*{{buff|Lucas' [[jump|full hop]] is much higher now being the second highest in ''Project M''.}}
*{{buff|Lucas' [[jump|full hop]] is much higher now being the second highest in ''Project M''.}}
*{{nerf|Lucas' air speed is slower (1.05 → 1.0)}}
*{{nerf|Lucas' air speed is slower (1.05 → 1.0)}}
*{{nerf|Double jump travels slightly less distance, and can no longer [[Zap Jump]].}}
*{{nerf|Double jump travels slightly less distance, and can no longer [[Zap Jump]].}}
*{{nerf|Lucas is significantly lighter (94 → 80) going from the 20th heaviest out of 39 characters to the 33rd heaviest out of 41. This significantly hinders his endurance although it allows him to be knocked down by [[PM|Fox]]'s shine.}}
*{{nerf|Lucas is significantly lighter (94 → 80) going from the 20th heaviest out of 39 characters to the 33rd heaviest out of 41. This significantly hinders his endurance although it allows him to be knocked down by {{PM|Fox}}'s shine.}}


===Ground Attacks===
===Ground Attacks===
*{{buff|Lucas has a new neutral attack, he creates a spark of PSI in one hand, and then spins around and creates a spark of PSI in the same hand. It is better combo opener than his old neutral attack.}}
*{{buff|Lucas has a new neutral attack, he creates a spark of PSI in one hand, and then spins around and creates a spark of PSI in the same hand. It is better combo opener than his old neutral attack.}}
*{{buff|Forward tilt has less knockback, allowing for easier followups out of it.}}
*{{nerf|New neutral attack only has 2 hits making it deal less damage overall (10% → 6%).}}
*{{buff|[[Up tilt]] is now a flash kick in an arc-like fashion in front of him, which has more range and utility than his previous up tilt, and it can easily lead-up into combos or a [[down aerial]].}}
*{{change|A third hit of Lucas' neutral attack still exists within his files which has less ending lag (IASA 30 → 23) but launches opponents at a less favourable angle (361° → 55°) and has less base knockback (60 → 40).}}
*{{change|Down tilt pushes back the opponent, resetting the close quarters situation into neutral. It can lead into grab or ftilt if the opponent doesn't react in time.}}
*{{nerf|Forward tilt deals less knockback hindering its KO potential. It also has less range and the sourspot now takes priority over the sweetspot making the sweetspot harder to land.}}
*{{nerf|[[Down tilt]] can no longer [[infinite]].}}
*{{buff|[[Up tilt]] is now a flash kick in an arc-like fashion in front of him, which has slightly more range in front of Lucas and it has much more utility than his previous up tilt, and it can easily lead-up into combos or a [[down aerial]].}}
*{{nerf|Up tilt has less vertical range.}}
*{{change|[[Down tilt]] pushes back the opponent, resetting the close quarters situation into neutral. It can lead into grab or ftilt if the opponent doesn't react in time.}}
*{{nerf|Down tilt can no longer [[infinite]].}}
*{{buff|[[Dash attack]] is much faster and has a longer duration (frames 17-22 → 6-16). It also has less end lag (IASA 42 → 38).}}
*{{buff|[[Dash attack]] is much faster and has a longer duration (frames 17-22 → 6-16). It also has less end lag (IASA 42 → 38).}}
*{{change|Weak dash attack has increased knockback and sends opponents at a different angle (75° → 361°). This improves its KO potential but hinders its combo ability.}}
*{{nerf|Dash attack deals less damage (12% (clean), 10% (sourspot) → 10%/7%). The sweetspot also has less KO potential and has less active frames (6 frames → 3).}}
*{{buff|[[Up smash]] has decreased startup (frame 28 → 21) and ending lag (IASA 99 → 76). Lucas' improved DACUS also makes it a significantly stronger approach option.}}
*{{buff|[[Up smash]] has decreased startup (frame 28 → 21) and ending lag (IASA 99 → 76). Lucas' improved DACUS also makes it a significantly stronger approach option.}}
*{{nerf|[[Up smash]] has drastically less range and has a shorter duration (28-53 → 21-32). It also no longer has a grounded hitbox slightly reducing the move's maximum damage output (2%-19%/18%/16%/14%/12% → 20%/16%)). It also has slightly less knockback growth (85 → 84).}}
*{{nerf|[[Up smash]] has drastically less range (14u/13u/12u/10u/10u → 5u/9u/5u/10u) and has a shorter duration (28-53 → 21-32). It also no longer has a grounded hitbox slightly reducing the move's maximum damage output (2%-19%/18%/16%/14%/12% → 20%/16%)). It also has slightly less knockback growth (85 → 84).}}
*{{buff|[[Down smash]] has more active frames for each hit (3 frames (all) → 6 (hit 1), 5 (hit 2)) and has much less ending lag (IASA 65 → 38/55); its second hit is now optional, performed by pressing the attack button again. This allows Lucas to perform a quick smash attack in with a single hit, or [[punish]] [[crouch cancel]]ers and [[pressure]] shields with a double hit, while before Lucas was forced to stay in place for a long time due to the attack's long duration.}}  
*{{buff|[[Down smash]] has more active frames for each hit (3 frames (all) → 6 (hit 1), 5 (hit 2)) and has much less ending lag (IASA 65 → 38/55); its second hit is now optional, performed by pressing the attack button again. This allows Lucas to perform a quick smash attack in with a single hit, or [[punish]] [[crouch cancel]]ers and [[pressure]] shields with a double hit, while before Lucas was forced to stay in place for a long time due to the attack's long duration.}}  
*{{nerf|Down smash can only hit two times instead of three greatly reducing the move's maximum damage output (42% → 31%). Down smash also has much smaller hitboxes which can no longer hit behind him.}}
*{{nerf|Down smash can only hit two times instead of three greatly reducing the move's maximum damage output (42% → 31%). Down smash also has much smaller hitboxes (10u/12u/14u → 6u/6u) which can no longer hit behind him.}}


===Aerial Attacks===
===Aerial Attacks===
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*{{nerf|Neutral aerial has more ending lag (IASA 40 → 47) and autocancels later (frame 27 → 44) no longer being able to autocancel out of a [[short hop]].}}
*{{nerf|Neutral aerial has more ending lag (IASA 40 → 47) and autocancels later (frame 27 → 44) no longer being able to autocancel out of a [[short hop]].}}
*{{buff|[[Forward aerial]] has less startup (frame 9 → 5) and ending lag (IASA 42 → 33).}}
*{{buff|[[Forward aerial]] has less startup (frame 9 → 5) and ending lag (IASA 42 → 33).}}
*{{nerf|Clean sourspot of Forward aerial deals less damage (10% → 8%). The sweetspot is also much harder to land.}}
*{{nerf|Clean sourspot of forward aerial deals less damage (10% → 8%). The sweetspot is also much harder to land.}}
*{{buff|[[Back aerial]] does much more damage (9%/12%/10%/7% → 12%/15%) and has increased knockback growth (80/90/60 → 100/80) making it a much stronger KO move, and is slightly easier to sweetspot and [[spike]]s, these changes make it a more reliable offstage finisher and edgeguarding option.}}
*{{buff|[[Back aerial]] does much more damage (9%/12%/10%/7% → 12%/15%) and has increased knockback growth (80/90/60 → 100/80) making it a much stronger KO move, and is slightly easier to sweetspot and [[spike]]s, these changes make it a more reliable offstage finisher and edgeguarding option.}}
*{{nerf|Back aerial has more landing lag (15 frames → 20).}}
*{{nerf|Back aerial has less range and more landing lag (15 frames → 20).}}
*{{buff|[[Up aerial]] has much less ending lag (IASA 42 → 28).}}  
*{{buff|[[Up aerial]] has much less ending lag (IASA 42 → 28).}}  
*{{nerf|Up aerial deals less damage (13% → 10%) making it a weaker KO move near the ceiling despite it's increased knockback (10 base → 20). It also has more landing lag (12 frames → 15).}}
*{{nerf|Up aerial deals less damage (13% → 10%) making it a weaker vertical KO move despite it's increased base knockback (10 → 20). It also has more landing lag (12 frames → 15).}}
*{{buff|Up aerial's decreased knockback improves it's juggling potential especially when coupled with it's decreased ending lag.}}  
*{{buff|Up aerial's decreased knockback improves it's juggling potential especially when coupled with it's decreased ending lag.}}  
*{{buff|[[Down aerial]] now only hits three times and thus has less damage potential, but it no longer changes Lucas's momentum, is much faster, has a strong downwards trajectory on the third hit, and links into subsequent hits more fluidly. It also has less landing lag (28 frames → 18). These changes make it have more utility in combos, either as a starter or finisher.}}
*{{buff|[[Down aerial]] now only hits three times allowing to connect more reliably, It also no longer changes Lucas's momentum, is much faster, has a strong downwards trajectory on the third hit, and links into subsequent hits more fluidly. It also has less landing lag (28 frames → 18). These changes make it have more utility in combos, either as a starter or finisher.}}
*{{buff|[[Zair]] now has a damaging hitbox which deals 8%, and is also generally better for recovering, as it can be used after an [[air dodge]] and ignores [[edge-hog]]gers due to ''Project M''{{'}}s new tether recovery mechanics. This significantly improves zair's utility as both an offensive and recovery option.}}
*{{nerf|Down aerial has less range and deals less damage due to only having 3 hits (20% → 15%).}}
*{{buff|[[Grab aerial]] now has a damaging hitbox which deals 8%, and is also generally better for recovering, as it can be used after an [[air dodge]] and ignores [[edge-hog]]gers due to ''Project M''{{'}}s new tether recovery mechanics. This significantly improves zair's utility as both an offensive and recovery option.}}
*{{nerf|Grab aerial no longer auto-cancels on landing now having 15 frames of landing lag. It also now leaves him [[helpless]].}}


===Grabs and Throws===
===Grabs and Throws===
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*{{buff|Lucas's new up throw deals more damage (10% → 12%) and has higher KO potential.}}
*{{buff|Lucas's new up throw deals more damage (10% → 12%) and has higher KO potential.}}
*{{change|Forward throw has less knockback, which improves its combo utility but hinders its KO ability.}}
*{{change|Forward throw has less knockback, which improves its combo utility but hinders its KO ability.}}
*{{nerf|Down throw has greatly decreased knockback scaling, and is no longer a KO move.}}
*{{change|Down throw has greatly decreased knockback scaling (100 → 50). This removes its KO potential but it has much more combo potential due to the changes the ''PM''{{'}}s mechanics.}}
*{{buff|Down throw's lowered knockback combined with the removal of [[hitstun canceling]] significantly improves its comboing capabilities.}}


===Special Moves===
===Special Moves===
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*{{change|[[PK Freeze]] is now moved to side special, replacing [[PK Fire]], but functions the same as the latter. Neither Lucas' neutral or side specials have a voice clip anymore.}}
*{{change|[[PK Freeze]] is now moved to side special, replacing [[PK Fire]], but functions the same as the latter. Neither Lucas' neutral or side specials have a voice clip anymore.}}
*{{buff|PK Freeze inflicts more hitlag and less knockback, giving Lucas better follow-ups out of the move.}}
*{{buff|PK Freeze inflicts more hitlag and less knockback, giving Lucas better follow-ups out of the move.}}
*{{nerf|Unlike PK Fire, PK Freeze does not push Lucas backwards making it less useful for recovering and removing his [[Magnet Pull]] technique.}}
*{{nerf|Unlike PK Fire, PK Freeze does not push Lucas backwards, making it less useful for recovering and removing his [[Magnet Pull]] technique.}}
*{{nerf|[[PK Thunder]] is now noticeably shorter, and PK Thunder 2's maximum damage was decreased. PK Thunder 2 no longer reliably links into itself, reducing its KO potential greatly.}}
*{{nerf|[[PK Thunder]] is now noticeably shorter, and PK Thunder 2's maximum damage was decreased. PK Thunder 2 no longer reliably links into itself, reducing its KO potential greatly.}}
*{{buff|PK Thunder has much less startup giving his recovery more safety and allowing him to use PK Thunder 2 much faster.}}
*{{buff|PK Thunder has much less startup giving his recovery more safety and allowing him to use PK Thunder 2 much faster.}}
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*{{nerf|PSI Magnet is less effective at edgeguarding, and its absorbing hitbox's radius was reduced. It also no longer turns Lucas around to absorb projectiles behind him.}}
*{{nerf|PSI Magnet is less effective at edgeguarding, and its absorbing hitbox's radius was reduced. It also no longer turns Lucas around to absorb projectiles behind him.}}


==Changes from PM to P+==
==Revisions==
==Revisions==
===v2.5b===
===v2.5b===
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|-
|-
! colspan=2 rowspan=2 | Neutral attack
! colspan=2 rowspan=2 | Neutral attack
| rowspan=2 | || 3% || rowspan=2 | Lucas throws out one hand creating a spark of PSI energy, then spins and throws out the same hand, creating another spark of PSI energy. The second hit moves Lucas a small distance forward.
| rowspan=2 | || 3% || rowspan=2 | Lucas throws out one hand creating a spark of PSI energy, then spins and throws out the same hand, creating another spark of PSI energy. The second hit moves Lucas a small distance forward. The third hit from ''Brawl'' still exitsts within Lucas' files although it has lost almost all frames of its animation (as of version 3.6) and it was altered in various ways suggesting that at some point, the developers intended Lucas to regain his ''Brawl'' neutral attack combo.
|-
|-
| 3%
| 3%
|-
|-
! colspan=2 | Forward tilt
! colspan=2 | Forward tilt
| || 11% (sweetspot), 9% (sourspot) || Lucas does a palm thrust that launches a small burst of PSI energy. This move can be angled up or down.
| || 11% (sweetspot), 9% (sourspot) || Lucas does a strong palm thrust that launches a small burst of PSI energy. This move can be angled up or down.
|-
|-
! colspan=2 | Up tilt
! colspan=2 | Up tilt
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|-
|-
! colspan=2 | Dash attack
! colspan=2 | Dash attack
| || 10% (clean), 7% (late) || Lucas slides forward, shooting out a burst of PSI energy from his hand.
| || 10% (clean), 7% (late) || Lucas slides forward, shooting out a burst of PSI energy from his hand. Can combo into many different aerials and is a good burst option since it propels him forward a bit.
|-
|-
! colspan=2 | Forward smash
! colspan=2 | Forward smash
| || Normal: {{ChargedSmashDmgSSBM|16}}<br/>Offensive Up: {{ChargedSmashDmgSSBM|24}} || Lucas attacks nearby foes by swinging his stick (energy sword when using the Masked Man costume) horizontally forward. The tip of the stick launches enemies at a more horizontal angle. Can [[reflect]] [[projectiles]]. This move can be angled up or down.
| || Normal: {{ChargedSmashDmgSSBM|16}}<br/>Offensive Up: {{ChargedSmashDmgSSBM|24}} || Lucas attacks nearby foes by swinging his stick (energy sword when using the Masked Man costume) horizontally forward. The tip of the stick launches enemies at a more horizontal angle and does more knockback. Can [[reflect]] [[projectiles]]. This move can be angled up or down. This move becomes very strong in Offense Up for how fast it is, killing reliably at the edge at 90%.
|-
|-
! colspan=2 | Up smash
! colspan=2 | Up smash
| || Normal: {{ChargedSmashDmgSSBM|20}} (clean), {{ChargedSmashDmgSSBM|16}} (late)<br/>Offensive Up: {{ChargedSmashDmgSSBM|30}} (clean), {{ChargedSmashDmgSSBM|24}} (late) || Lucas releases a small burst of PSI that erupts above his head. It has slow start-up and leaves horrid lag afterwards, rendering it very easily punished. It is however compensated by its large knockback and range, which is even stronger through Offense Up. When fully charged, it can KO at 62%, and when fully charged through Offense Up, it can KO as early as 45%.
| || Normal: {{ChargedSmashDmgSSBM|20}} (clean), {{ChargedSmashDmgSSBM|16}} (late)<br/>Offensive Up: {{ChargedSmashDmgSSBM|30}} (clean), {{ChargedSmashDmgSSBM|24}} (late) || Lucas releases a small burst of PSI that erupts above his head. It has slow start-up and leaves horrid lag afterwards, rendering it very easily punished. It is however compensated by its large knockback and range, which is even stronger through Offense Up. When fully charged, it can KO at 62%, and when fully charged through Offense Up, it can KO as early as 45%. This Up Smash slides the furthest in the game with [[DACUS]].
|-
|-
! colspan=2 rowspan=2 | Down smash
! colspan=2 rowspan=2 | Down smash
| rowspan=2 | || Normal: {{ChargedSmashDmgSSBM|17}}<br/>Offensive Up: {{ChargedSmashDmgSSBM|26}} || rowspan=2 | Lucas points at the ground and shoots a burst of PSI energy in front of his feet. It's possible for Lucas to unleash a second burst by pressing the attack button right after the first. It is unlikely that both hits will connect on the same enemy.
| rowspan=2 | || Normal: {{ChargedSmashDmgSSBM|17}}<br/>Offensive Up: {{ChargedSmashDmgSSBM|26}} || rowspan=2 | Lucas points at the ground and shoots a burst of PSI energy in front of his feet. It's possible for Lucas to unleash a second burst by pressing the attack button right after the first. It is unlikely that both hits will connect on the same enemy. Extremely strong with Offense Up, killing as early as 70% at the ledge. Unlike Up Smash however, the hitbox does not get much larger for the move.
|-
|-
|Normal: {{ChargedSmashDmgSSBM|14}}<br/>Offensive Up: {{ChargedSmashDmgSSBM|21}}
|Normal: {{ChargedSmashDmgSSBM|14}}<br/>Offensive Up: {{ChargedSmashDmgSSBM|21}}
|-
|-
! colspan=2 | Neutral aerial
! colspan=2 | Neutral aerial
| || 2% (hits 1-4), 6% (hit 5), 4% (landing) || Lucas spins in a gyro pattern with PSI energy around him, with the last hit having decent knockback.
| || 2% (hits 1-4), 6% (hit 5), 4% (landing) || Lucas spins in a gyro pattern with PSI energy around him, with the last hit having decent knockback, as well as having a good landing hitbox.
|-
|-
! colspan=2 | Forward aerial
! colspan=2 | Forward aerial
| || Clean: 12% (sweetspot), 8% (sourspot)<br/>Late: 8% (sweetspot), 7% (sourspot) || Lucas kicks one foot forward, launching a burst of PSI energy. Can even be linked into itself or even into a down aerial for a Ken combo.
| || Clean: 12% (sweetspot), 8% (sourspot)<br/>Late: 8% (sweetspot), 7% (sourspot) || Lucas kicks one foot forward, launching a burst of PSI energy. Can even be linked into itself or even into a down aerial for a Ken combo. It is disjointed so it is a good tool to use to approach and pressure with.
|-
|-
! colspan=2 | Back aerial
! colspan=2 | Back aerial
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|-
|-
! colspan=2 | Up aerial
! colspan=2 | Up aerial
| || 10% || Does a quick headbutt that deals low knockback. Has a bit of ending lag.
| || 10% || Does a quick headbutt that deals low knockback. Has a small amount of ending lag and is a great combo starter/extender.
|-
|-
! colspan=2 | Down aerial
! colspan=2 | Down aerial
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|-
|-
! colspan=2 | Grab
! colspan=2 | Grab
| || &mdash; || Lucas sends Duster's Rope Snake forward to grab nearby enemies. Has noticeable ending lag if it misses.
| || &mdash; || Lucas sends Duster's Rope Snake forward to grab nearby enemies. Has good range but noticeable ending lag if it misses.
|-
|-
! colspan=2 | Pummel
! colspan=2 | Pummel
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|-
|-
! colspan=2 | Neutral special
! colspan=2 | Neutral special
| {{s|wikibound|Offense Up}} || 10% (spark) || When the special button is held, Lucas begins channeling psychic power, complete with a weak [[wind]] effect that pushes nearby foes. After a few seconds, Lucas's hands glow with power and the next smash attack that he performs deals greater damage, shield damage, and knockback. While Offense Up is charged, Lucas can also press the special button to produce an spark-like attack around himself that can damage foes with little to no startup. Hitting with a smash attack or the spark will allow Lucas to keep the charge, whereas missing will deplete the charge.
| {{s|wikibound|Offense Up}} || 10% (spark) || When the special button is held, Lucas begins channeling psychic power, complete with a weak [[wind]] effect that pushes nearby foes. After a few seconds, Lucas's hands glow with power and the next smash attack that he performs deals greater damage, shield damage, and knockback. While Offense Up is charged, Lucas can also press the special button to produce an spark-like attack around himself that can damage foes with little to no startup. Hitting with a smash attack or the spark will allow Lucas to keep the charge, whereas missing will deplete the charge. The spark attack can be combo’d into, but it has an extremely small hitbox, so precision is required.
|-
|-
! colspan=2 | Side special
! colspan=2 | Side special
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|-
|-
! colspan=2 | Down special
! colspan=2 | Down special
| [[PSI Magnet]] || 2% (loop), 6% (release), heals 1x the damage of absorbed projectiles || Lucas holds out his hand and creates a small electrical field in front of him that absorbs any energy projectiles shot against him, healing Lucas's by the damage the projectile would have normally dealt. As an attack, it does a small amount of damage to enemies that make contact with the orb, and deals more damage and launches them behind Lucas when he releases it. When used in the air, it halts Lucas's falling speed, similar to Fox's reflector from ''Brawl'', but will do so less often after each repeated use.
| [[PSI Magnet]] || 2% (loop), 6% (release), heals 1x the damage of absorbed projectiles || Lucas holds out his hand and creates a small electrical field in front of him that absorbs any energy projectiles shot against him, healing Lucas's by the damage the projectile would have normally dealt. As an attack, it does a small amount of damage to enemies that make contact with the orb, and deals more damage and launches them behind Lucas when he releases it. When used in the air, it halts Lucas's falling speed, similar to Fox's reflector from ''Brawl'', but will do so less often after each repeated use. This move is a key tool in all phases of the game, as it is one of his only reliable methods of approaching, starting a combo, pressuring shields, mixing up landings, stalling recovery, and baiting out options.
|-
|-
! colspan=2 | Final Smash
! colspan=2 | Final Smash
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==In [[competitive play]]==
==In [[competitive play]]==
===Notable players===
===Most historically significant players===
*{{Sm|Ant|USA}}- Ranked 13th on the [[NY/NJ Project M Power Rankings]].
''See also: [[:Category:Lucas players (PM)]]''
*{{Sm|Frost|USA}} MI
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*{{Sm|Hyperflame|USA}} MDVA (PMRank 2016 #8). Currently the best Lucas player in the world, and the first Lucas player to win a National in the history of Project M, doing so at [[Blacklisted 3]].
 
*{{Sm|Kaito|Japan}}-The best Project M player in Japan during 3.02.
*{{sm|Shadowhawke|USA}} - The best active Lucas main. Ranked #26 on [[PMRank 2023]], won {{Trn|Shine Out of Shield}}.
*{{Sm|Kip|USA}} Ranked 1st on the Georgia Project M Power Rankings.
*{{sm|Av|USA}} - Formerly a solo Lucas main, now a Kirby main with Lucas as a secondary. Ranked #27 on [[PMRank 2023]].
*{{Sm|Narq|USA}} NYNJ
*{{sm|grealy|USA}} - Ranked #33 on [[PMRank 2023]].
*{{Sm|Neon|USA}} AZ -One of the best Lucas players in the world during 3.02, but still very skilled in 3.6.
*{{Sm|Hyperflame|USA}} - The first Lucas player to win a major in the history of ''Project M'', doing so at [[Blacklisted 3]], and his 7th ranking on the [[2017 PMRank]] is the highest a Lucas player ever ranked on PMRank.
*{{Sm|Scraket|USA}}- Ranked 8th on the NorCal Project M Power Rankings.
*{{Sm|Narq|USA}} - Ranked #36 on [[PMRank 2023]].
*{{Sm|Pink Fresh|USA}}-One of the best Lucas players in the world during 3.02.
*{{Sm|Star (Illinois)|USA}} - Ranked #41 on [[PMRank 2023]].


==Alternate costumes==
==Alternate costumes==
===Project M===
Lucas has been given an alternate costume based on a segment in ''{{s|wikibound|Mother 3}}'' where Lucas is mistaken for the Pigmasks' general, the {{s|wikibound|Masked Man}}, and passes as him for a while. Lucas's costume features no changes to the visual effects of his attacks, other than that his forward smash now uses the Masked Man's energy sword instead of a stick.
Lucas has been given an alternate costume based on a segment in ''{{s|wikibound|Mother 3}}'' where Lucas is mistaken for the Pigmasks' general, the {{s|wikibound|Masked Man}}, and passes as him for a while. Lucas's costume features no changes to the visual effects of his attacks, other than that his forward smash now uses the Masked Man's energy sword instead of a stick.
{|style="margin:1em auto 1em auto;text-align:center"
{|style="margin:1em auto 1em auto;text-align:center"
|-
|-
|colspan=7|[[Image:Lucas Palette (PM).png|frame|center|Lucas's alternate costumes in PM]]
|colspan=7|[[File:Lucas Palette (PM).png|frame|center|Lucas's alternate costumes in PM]]
|-
|-
|[[Image:LucasHeadSSBB.png]]
|[[File:LucasHeadSSBB.png]]
|[[Image:LucasHeadOrangeSSBB.png]]
|[[File:LucasHeadOrangeSSBB.png]]
|[[Image:LucasHeadRedSSBB.png]]
|[[File:LucasHeadRedSSBB.png]]
|[[Image:LucasHeadBlueSSBB.png]]
|[[File:LucasHeadBlueSSBB.png]]
|[[Image:LucasHeadGreenSSBB.png]]
|[[File:LucasHeadGreenSSBB.png]]
|[[Image:LucasHeadPurpleSSBB.png]]
|[[File:LucasHeadPurpleSSBB.png]]
|[[Image:LucasHeadMaskedManPM.png]]
|[[File:LucasHeadMaskedManPM.png]]
|}
|}
===Project+===
''[[Project+]]'' would give Lucas's Masked Man disguise five new recolors, and provide a new costume based on his appearance in the cancelled game ''EarthBound 64''. Both costumes also feature a recolor based on Claus, both as the helmetless Masked Man, and his beta artwork in Earthbound 64.
[[File:Lucas Palette (P+).png|800px|thumb|center|Lucas' alternate costumes in P+]]
'''Z-Secret Costume:''' Chimera Lucas: Gives Lucas a set of pajamas that resemble the Ultimate Chimera.
'''R-Secret Costume:''' Masked Man: Based on the Masked Man, the true antagonist of ''Mother 3'' who would later be revealed to be Lucas's own twin brother, Claus, near the end of the game.


==Trivia==
==Trivia==
[[File:LucasoldBairPM.png|thumb|right|200px|Lucas's back aerial in previous versions of ''Project M''.]]
[[File:LucasoldBairPM.png|thumb|200px|Lucas's back aerial in previous versions of ''Project M''.]]
*In previous incarnations, Lucas's back aerial in ''Project M'' was replaced with an aerial roundhouse kick (similar to Ness's forward tilt) that dealt great knockback with high knockback scaling, while his down aerial, a guaranteed meteor smash, had him perform a flip kick downwards. While very powerful, they were not considered versatile enough for competitive play, and were later removed for subsequent versions of the mod in favor of their ''Brawl'' iterations, but with many new buffs (as described above).
*In previous incarnations, Lucas's back aerial in ''Project M'' was replaced with an aerial roundhouse kick (similar to Ness's forward tilt) that dealt great knockback with high knockback scaling, while his down aerial, a guaranteed meteor smash, had him perform a flip kick downwards. While very powerful, they were not considered versatile enough for competitive play, and were later removed for subsequent versions of the mod in favor of their ''Brawl'' iterations, but with many new buffs (as described above).
*In 3.6, Lucas holds the record for the longest Smash Taunt, exceeding 1,000 frames.
*In 3.6, Lucas holds the record for the longest Smash Taunt, exceeding 1,000 frames
 
==External links==
*[https://www.reddit.com/r/SSBPM/comments/jopba7/labbing_discord_results_lucas/ Labbing Discord Tech Post]
 
{{Project M}}
{{Project M}}
[[Category:Lucas]]
[[Category:Lucas]]
[[Category:Characters (PM)]]
[[Category:Characters (PM)]]
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