Lucas (SSB4): Difference between revisions

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*{{change|Lucas' stance while holding a light [[item]] is now identical to Ness'.}}
*{{change|Lucas' stance while holding a light [[item]] is now identical to Ness'.}}
*{{change|PSI-based attacks have updated visuals and sound effects.}}
*{{change|PSI-based attacks have updated visuals and sound effects.}}
*{{change|Side taunt's animation has slightly changed. Lucas no longer when using during it.}}
*{{change|Side taunt's animation has slightly changed. Lucas no longer when during it.}}


===Attributes===
===Attributes===
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*{{buff|Sweetspotted dash attack deals 1% more damage (12% → 13%) and deals horizontal knockback. The sweetspot is now located at the tip, improving its range.}}
*{{buff|Sweetspotted dash attack deals 1% more damage (12% → 13%) and deals horizontal knockback. The sweetspot is now located at the tip, improving its range.}}
*{{nerf|Sourspotted dash attack deals 1% less damage (10% → 9%) and decreased knockback.}}
*{{nerf|Sourspotted dash attack deals 1% less damage (10% → 9%) and decreased knockback.}}
*{{buff|Dash attack has decreased startup (frame 17 → 15) and ending lag ([[IASA]] frame 42 → 39).}}
*{{buff|Dash attack has decreased start-up (frame 17 → 15) and ending lag ([[IASA]] frame 42 → 39).}}
*{{nerf|Up, down and sourspotted forward tilts deal less damage (11% → 9.5% (up), 6% → 3% (down), 9% → 7.5% (sourspotted forward)).}}
*{{nerf|Up, down and sourspotted forward tilts deal less damage (11% → 9.5% (up), 6% → 3% (down), 9% → 7.5% (sourspotted forward)).}}
*{{nerf|Forward tilt has increased start-up (frame 6 → 7) and ending lag (IASA frame 23 → 26).}}
*{{nerf|Forward tilt has increased start-up (frame 6 → 7) and ending lag (IASA frame 23 → 26).}}
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*{{nerf|Down tilt has increased ending lag (IASA frame 14 → 16) and slightly decreased range. It also no longer [[trip]]s opponents, with only its tipper hitbox [[lock]]ing in opponents.}}
*{{nerf|Down tilt has increased ending lag (IASA frame 14 → 16) and slightly decreased range. It also no longer [[trip]]s opponents, with only its tipper hitbox [[lock]]ing in opponents.}}
*{{nerf|Forward smash has decreased base knockback (60 → 50) and has received a sourspot on all of its untippered hitboxes that deals 1% less damage, hindering its KO potential.}}
*{{nerf|Forward smash has decreased base knockback (60 → 50) and has received a sourspot on all of its untippered hitboxes that deals 1% less damage, hindering its KO potential.}}
*{{change|Forward smash uses an original sound effect instead of using a kick sound effect like it did in ''Brawl''.}}
*{{change|Forward smash now emits a unique sound effect, rather than a kick sound effect like it did in ''Brawl''.}}
*{{nerf|Up smash has decreased knockback (50 (base)/85 (growth) → 48/77) and smaller hitboxes (14u/13u/12u/10u/10u → 12u/11u/10u/8u/6.5u), slightly hindering its KO potential. It can also no longer force edge-hanging opponents into the main hitbox.}}
*{{nerf|Up smash has decreased knockback (50 (base)/85 (growth) → 48/77) and smaller hitboxes (14u/13u/12u/10u/10u → 12u/11u/10u/8u/6.5u), slightly hindering its KO potential. It can also no longer force edge-hanging opponents into its main hitbox.}}
*{{change|Up and down smashes now use charging PSI sound effects.}}
*{{buff|Down smash's first hit has increased base knockback (40 → 43), slightly improving its KO potential.}}
*{{buff|Down smash's first hit has increased base knockback (40 → 43), slightly improving its KO potential.}}
*{{nerf|Down smash has decreased range (10u/12u/14u → 8u/9.8u/12u) and mutually exclusive hits.}}
*{{nerf|Down smash has decreased range (10u/12u/14u → 8u/9.8u/12u) and mutually exclusive hits.}}
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===Aerial attacks===
===Aerial attacks===
*{{nerf|Neutral, forward and down aerials deal less damage (17% → 12% (neutral), 12% → 11.5% (forward), 20% → 15.5% (down)).}}
*{{nerf|Neutral, forward and down aerials deal less damage (17% → 12% (neutral), 12% → 11.5% (forward), 20% → 15.5% (down)).}}
*{{nerf|Neutral, forward and up aerials no longer autocancel from a short hop due to drastically tightened autocancel windows, slightly hindering his approach potential and landing options.}}
*{{nerf|Neutral, forward and up aerials no longer autocancel from a short hop due to significantly tightened autocancel windows. This slightly hinders their approach and landing option potentials.}}
*{{buff|Neutral aerial has decreased base knockback (70 → 40), decreased landing lag (18 frames → 13), its last hit connects reliably and it launches overhead opponents at 60°, improving its reliability and granting it combo potential.}}
*{{buff|Neutral aerial has decreased base knockback (70 → 40), decreased landing lag (18 frames → 13), its last hit connects reliably and it launches overhead opponents at 60°, improving its reliability and granting it combo potential.}}
*{{nerf|Neutral aerial has increased startup (frame 5 → 7) and ending lag (IASA frame 40 → 45). Its [[SDI]] multiplier has also increased (1x → 2x).}}
*{{nerf|Neutral aerial has increased start-up (frame 5 → 7) and ending lag (IASA frame 40 → 45). Its [[SDI]] multiplier has also increased (1x → 2x).}}
*{{nerf|Forward aerial has a smaller hitbox (5.5u → 5u) and its late hit has decreased active frames (6 frames → 2).}}
*{{nerf|Forward aerial has a smaller hitbox (5.5u → 5u) and its late hit has decreased active frames (6 frames → 2).}}
*{{buff|Forward aerial has decreased landing lag (15 frames → 12).}}
*{{buff|Forward aerial has decreased landing lag (15 frames → 12).}}
*{{buff|[[Back aerial]]'s non-meteor sweetspot deals 2% more damage (10% → 12%) and knockback.}}
*{{buff|[[Back aerial]]'s non-meteor sweetspot deals 2% more damage (10% → 12%) and knockback.}}
*{{nerf|Up aerial has increased startup (frame 5 → 7), decreased active frames (6 frames → 3) and a much smaller hitbox (7u → 5.2u) that is no longer attached to Lucas' head during its animation. This makes it static and misleading, hindering its range.}}
*{{nerf|Up aerial has increased start-up (frame 5 → 7), decreased active frames (6 frames → 3) and a much smaller hitbox (7u → 5.2u) that is no longer attached to Lucas' head during its animation. This makes it static and misleading, hindering its range.}}
*{{buff|Up aerial launches opponents at 80°, improving its KO potential despite its knockback values remaining unchanged since ''Brawl''.}}
*{{buff|Up aerial launches opponents at 80°, improving its KO potential despite its knockback values remaining unchanged since ''Brawl''.}}
*{{change|Up aerial has an increased hitlag multiplier (1x → 1.1x), making its total hitlag length 10 frames long.}}
*{{change|Up aerial has an increased hitlag multiplier (1x → 1.1x), making its total hitlag length 10 frames long.}}
*{{buff|Down aerial has decreased landing lag (28 frames → 24).}}
*{{buff|Down aerial has decreased landing lag (28 frames → 24).}}
*{{nerf|Down aerial has increased startup (frame 4 → 10), hindering its reliability against smaller grounded targets. It also has decreased autocancel timings (frame 35 → 48), removing its setup potential for a down tilt lock.}}
*{{nerf|Down aerial has increased startup (frame 4 → 10), hindering its reliability against smaller grounded targets. It also has decreased autocancel timings (frame 35 → 48), removing its set-up potential for a down tilt lock.}}
*{{buff|Grab aerial has received a hitbox that deals damage (4% (clean), 2.8% (late)) and horizontal knockback, granting it spacing potential. It also has increased range as a [[tether recovery]].}}
*{{buff|Grab aerial has received a hitbox that deals damage (4% (clean), 2.8% (late)) and horizontal knockback, granting it spacing potential. It also has increased range as a [[tether recovery]].}}


===Throws/other attacks===
===Throws/other attacks===
*{{buff|All grabs have decreased startup (frame 13 → 12 (standing), frame 16 → 14 (dash), frame 15 → 12 (pivot)) and increased active frames (1 frame → 8).}}
*{{buff|All grabs have decreased start-up (frame 13 → 12 (standing), frame 16 → 14 (dash), frame 15 → 12 (pivot)) and increased active frames (1 frame → 8).}}
*{{buff|Standing and dash grabs have significantly decreased ending lag (IASA frame 70 → 45 (standing), IASA frame 80 → 56 (dash)).}}
*{{buff|Standing and dash grabs have significantly decreased ending lag (IASA frame 70 → 45 (standing), IASA frame 80 → 56 (dash)).}}
*{{nerf|Pivot grab has increased ending lag (IASA frame 50 → 61).}}
*{{nerf|Pivot grab has increased ending lag (IASA frame 50 → 61).}}
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*{{buff|[[PSI Magnet]] is much larger.}}
*{{buff|[[PSI Magnet]] is much larger.}}
*{{nerf|PSI Magnet deals 1% less damage (9% → 8%), its healing multiplier has decreased (2.5x → 1.2x) and it only damages opponents in its center, whereas the entire orb dealt damage in ''Brawl'', hindering its utility. The magnet also now swirls healing projectiles for a moment, creating a slight delay before Lucas can actually be healed. PSI Magnet also received a blind spot directly behind Lucas, hindering its safety.}}
*{{nerf|PSI Magnet deals 1% less damage (9% → 8%), its healing multiplier has decreased (2.5x → 1.2x) and it only damages opponents in its center, whereas the entire orb dealt damage in ''Brawl'', hindering its utility. The magnet also now swirls healing projectiles for a moment, creating a slight delay before Lucas can actually be healed. PSI Magnet also received a blind spot directly behind Lucas, hindering its safety.}}
*{{change|PSI Magnet's animation has slightly changed. Lucas now keeps both eyes open during it instead of closing one.}}
*{{change|PK Starstorm now functions identically to Ness' version. It deals 6% less damage per hit (14% → 8%), but the falling stars are now fired in a line that can be aimed in a fanning motion from the top-center of the stage. While this gives it blind spots, it results in a more consistent damage output when the stars do hit.}}
*{{change|PK Starstorm now functions identically to Ness' version. It deals 6% less damage per hit (14% → 8%), but the falling stars are now fired in a line that can be aimed in a fanning motion from the top-center of the stage. While this gives it blind spots, it results in a more consistent damage output when the stars do hit.}}
*{{change|PK Starstorm's animation has changed. Like Ness' version, Lucas now strikes the same pose when using it and the falling stars are now colored blue instead of yellow. Unlike Ness' version, Lucas' version has a much thicker line of fire due to using a consistent width of three falling stars throughout, rather than a width of one and a half falling stars.}}
*{{change|PK Starstorm's animation has changed. Like Ness' version, Lucas now strikes the same pose during it and the falling stars are now colored blue instead of yellow. Unlike Ness' version, Lucas' version has a much thicker line of fire due to using a consistent width of three falling stars throughout, rather than a width of one and a half falling stars.}}
*{{change|PK Starstorm now has a [[flame]] effect instead of an [[electric]] effect.}}
*{{change|PK Starstorm now has a [[flame]] effect instead of an [[electric]] effect.}}


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