Lucas (SSBB): Difference between revisions

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==Attributes==
==Attributes==
Lucas is a character with some slow but strong attacks that have large hitboxes, and average [[dashing|dashing]] speed. His aerials are generally quick and disjointed (most notably F-air and D-air), and his back and down aerials can [[meteor smash]] opponents. Note that both of his two aerial meteor smashes are hard to hit with in the fact that they can only meteor smash an enemy downwards at a certain point of the attack (the tip of his foot for his back aerial, 4th and final kick for his down aerial, which is easier to land but weaker).
Lucas is a character with some slow but strong attacks that have large hitboxes and an average [[dashing|dashing]] speed. His aerials are generally quick and disjointed (most notably his forward and down aerials), and his back and down aerials can [[meteor smash]] opponents. Note that both of his two aerial meteor smashes are hard to hit with in the fact that they can only meteor smash an enemy downwards at a certain point of the attack (the tip of his foot for his back aerial and the fourth and final kick for his down aerial, which is easier to land but weaker).


His smashes are very strong; his up smash can be charged for massive damage and vertical knockback, as well as having a gigantic hitbox, his forward smash is a strong and reasonably quick smash attack that also reflects projectiles (like Ness's forward smash), and his down smash is very strong and can hit three times, but has a bit of startup lag. Two of his smash attacks (up smash and down smash) tend to have enough ending lag to be easily punished in most situations, leaving him using only his forward smash for easy on-stage kills, which becomes too predictable for KO use. However, his down-smash is among the highest damaging in the game, alongside {{SSBB|Ice Climbers}}, but all three hits would only typically connect if the opponent has some form of knockback resistance. If an opponent is on the platform in [[Smashville]] and is vulnerable, the up smash makes a very easy and quick KO.
His smash attacks are very strong; his up smash can be charged for massive damage and vertical knockback, as well as having a gigantic hitbox, his forward smash is a strong and reasonably quick smash attack that also reflects projectiles (like Ness's forward smash), and his down smash is very strong and can hit three times, but has a bit of startup lag. Two of his smash attacks (up smash and down smash) tend to have enough ending lag to be easily punished in most situations, leaving him using only his forward smash for easy on-stage kills, which becomes too predictable for KO use. However, his down-smash is among the highest damaging in the game, alongside {{SSBB|Ice Climbers}}, but all three hits would only typically connect if the opponent has some form of knockback resistance. If an opponent is on the platform in [[Smashville]] and is vulnerable, the up smash makes a very easy and quick KO.


Two of his special moves, [[PK Freeze]] and [[PK Thunder]], can be controlled. This means that these attacks both leave Lucas very vulnerable because he cannot move or attack when controlling these projectiles, except for using the projectiles themselves to defend him. PK Thunder is Lucas’s main recovery move. If it hits Lucas, it will shoot him in an angle depending on which part of Lucas's body which it hits, and will deal a large amount of damage if most or all of its hits connect. It also deals reasonable knockback, but is a bad approach. PK Thunder normally goes through enemies and objects, but it can still be interrupted by certain attacks, hurting recovery. PK Freeze can be controlled from side to side and can freeze opponents. It also does a good amount of damage if "charged," but the vertical nature of its knockback limits its use. His side special, [[PK Fire]], is a single hit move that pushes Lucas back a little, making it great for [[Wavebouncing]]. It can also be used to [[Zap Jump]], which gives Lucas’s recovery a substantial boost. His down special, [[PSI Magnet]], can absorb energy based projectiles, such as [[Ray Gun]] bullets, [[Fire Breath]] and even [[Pikachu]]'s {{b|Thunder|Pokémon}}, and if it used right after PK Fire, can push him back even further (a technique called the [[Magnet Pull]]), giving him a great horizontal recovery. His grab range is great and is far longer than many characters' range since it is a tether, but it is quite laggy if it misses. However, his [[Pivot Grab]] has much less lag. His throws are also powerful with good KO potential (relative to other throws), most notably his down throw (though up throw KOs soon after and comes out faster, and back throw can be dangerous if the opponent is too slow to react). In addition, his second jump is the 3rd highest in the game, falling a little shy of Ness, who is exceeded by Yoshi. As stated above, the jump can be significantly lengthened by performing a PK Fire one frame after a midair jump has been inputted.
Two of his special moves, [[PK Freeze]] and [[PK Thunder]], can be controlled. This means that these attacks both leave Lucas very vulnerable because he cannot move or attack when controlling these projectiles, except for using the projectiles themselves to defend him. PK Thunder is Lucas’s main recovery move. If it hits Lucas, it will shoot him in an angle depending on which part of Lucas's body which it hits, and will deal a large amount of damage if most or all of its hits connect. It also deals reasonable knockback, but is a bad approach. PK Thunder normally goes through enemies and objects, but it can still be interrupted by certain attacks, hurting recovery. PK Freeze can be controlled from side to side and can freeze opponents. It also does a good amount of damage if "charged," but the vertical nature of its knockback limits its use. His side special, [[PK Fire]], is a single hit move that pushes Lucas back a little, making it great for [[Wavebouncing]]. It can also be used to [[Zap Jump]], which gives Lucas’s recovery a substantial boost. His down special, [[PSI Magnet]], can absorb energy based projectiles, such as [[Ray Gun]] bullets, [[Fire Breath]] and even [[Pikachu]]'s {{b|Thunder|Pokémon}}, and if it used right after PK Fire, can push him back even further (a technique called the [[Magnet Pull]]), giving him a great horizontal recovery. His grab range is great and is far longer than many characters' range since it is a tether, but it is quite laggy if it misses. However, his [[Pivot Grab]] has much less lag. His throws are also powerful with good KO potential (relative to other throws), most notably his down throw (though up throw KOs soon after and comes out faster, and back throw can be dangerous if the opponent is too slow to react). In addition, his second jump is the 3rd highest in the game, falling a little shy of Ness, who is exceeded by Yoshi. As stated above, the jump can be significantly lengthened by performing a PK Fire one frame after a midair jump has been inputted.
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