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'''Lucas''' ({{ja|リュカ|Ryuka}}, ''Lucas'') is a playable character in ''[[Super Smash Bros. Ultimate]]''. Lucas was revealed along with {{SSBU|Ness}} and all other veterans on June 12th, 2018 during the E3 2018 trailer. Lucas is now an [[unlockable character]], instead of being [[downloadable content]] in ''Smash 4'' and being available from the [[starter character|start]] in ''Brawl''. Lucas is classified as [[Fighter number|Fighter #37]].


As in ''[[Smash 4]]'', {{s|wikipedia|Lani Minella}}'s portrayal of Lucas from ''[[Brawl]]'' was repurposed for ''Ultimate''.
'''Lucas''' ({{ja|リュカ|Ryuka}}, ''Lucas'') is a playable character in ''[[Super Smash Bros. Ultimate]]''. He was revealed along with fellow ''EarthBound'' fighter {{SSBU|Ness}} and all other veterans on June 12th, 2018 and is classified as [[Fighter number|Fighter #37]].


Lucas is ranked 61st out of 82 on the ''Ultimate'' current [[tier list]], placing him in the C- tier. This is a sizeable drop from his previous ranking in ''SSB4'', where he was ranked 28-29th out of 54 characters, tied with {{SSB4|Ness}}. Lucas' greatest strength lies in his dangerous [[edgeguarding]] game and zoning capabilities, thanks to the flexibility of his [[special move]]s, especially [[PK Freeze]], [[PK Fire]] and [[PK Thunder]]. Despite being a middleweight, Lucas boasts superb KO potential and high damage output in his aerials, forward tilt, dash attack, and smash attacks. Finally, Lucas' [[recovery]] is among the longest and most flexible thanks to buffs to PK Thunder and PK Thunder 2, and possessing the longest distance in his directional [[air dodge]]s in the game, alongside {{SSBU|Ness}}.
As in ''[[Super Smash Bros. 4]]'', {{s|wikipedia|Lani Minella}}'s portrayal of Lucas from ''[[Super Smash Bros. Brawl]]'' was repurposed for ''Ultimate''.


However, Lucas suffers from an almost non-existent [[out of shield]] game and the lack of anti-pressuring options. Because none of Lucas' options hit out of shield before frame 7, his defensive game is horrible, as Lucas lacks the ability to reliably [[punishment|punish]] out of shield or deal with high shield pressure. In addition, Lucas' sub-par [[range]] and overall average mobility also means he primarily struggles against speed demons and characters with superior disjoints, respectively. Lucas' floatiness and lack of a reliable combo-breaking move or landing option means he is also vulnerable to [[juggling]] and has a terrible disavantage state. Despite his solid [[neutral game]], it still retains its flaws from ''Smash 4'', such as his mediocre grounded mobility, predictable approach, over-reliance on zoning and sub-par frame-data. Although his throws are fairly strong, his grab game is limited exclusively to KOing and edgeguarding. Despite its improvements, PK Thunder remains as one of the more exploitable recoveries in the game.
Lucas is ranked 61st out of 82 on the current [[tier list]], placing him at the top of the C- tier. This is a sizable drop from his 28th/29th out of 54 placement in ''Smash 4'', where he was tied with {{SSB4|Ness}}.
 
Initially, Lucas' results and representation were scarce. However, his playerbase has slowly expanded as the metagame has progressed, and although it remains below average, he has still received strong results from dedicated mains such as {{Sm|Nitox}} and {{Sm|Regalo}}.


==How to unlock==
==How to unlock==
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==Attributes==
==Attributes==
Being a pseudo-clone of {{SSBU|Ness}}, Lucas shares a number of attributes with him, especially in terms of [[special move]]sets. However, the duo have notable differences within each other in gameplay. Lucas is a [[weight|middleweight]], tied with Ness, {{SSBU|Mii Brawler}}, and {{SSBU|Inkling}}, with attributes that make him stand out against most characters of his weight class. He has a slow [[walking]] speed (the 16th-slowest), average [[dashing]] speed and [[gravity]], fast [[air speed]] (tied for the 20th-fastest), above-average [[air acceleration]] (16th-highest), and below-average [[falling speed]]. While Lucas' mobility is overall mediocre at best, the speed of his attacks compensates for it, with many possessing low lag, allowing him to rack up damage quickly and safely, while he also boasts a large number of damaging and powerful attacks that can KO at early percents. Notable examples include his [[neutral attack]], which comes out on frame 2, and his [[down tilt]], which comes out on frame 3 and is tied with Ness, {{SSBU|Little Mac}}, {{SSBU|R.O.B.}}, and {{SSBU|Meta Knight}}'s down tilts for being the fastest down tilt in ''Ultimate''. As a result, Lucas' attacks are useful for damage-racking and initiating combos, while several of his grounded attacks are safe in many situations due to their minimal ending lag.
Being a pseudo-clone of {{SSBU|Ness}}, Lucas shares attributes with him in terms of special moves. However, the two are very different from each other in gameplay. Lucas is a middleweight that has slow [[walking]] speed, average [[dashing]] speed and [[gravity]], fast [[air speed]], and below-average [[falling speed]]. He makes up for his lack of ground mobility with the speed of his attacks, with many possessing low lag, allowing him to rack up damage quickly and safely, while he also boasts a large number of high-damaging and powerful attacks that can KO at early percents.


Arguably Lucas' greatest strength is his extremely dangerous [[edgeguarding]] game, which is among the greatest in ''Ultimate'', and allows him to easily KO off-stage opponents at unnaturally early %. His [[neutral special]], [[PK Freeze]], freezes opponents and now launches opponents horizontally with powerful knockback, enabling it to KO off-stage opponents at ludicrously low % and making it one of his most infamous edge-guarding techniques. Its incredibly large hitbox makes it an excellent [[2 frame punish]]ing tool, can be used to punish [[roll]]s or [[tech]]s, and can also be used as a deadly [[stage spike]] and ledge-trapping option. His [[side special]], [[PK Fire]], can be used to snipe offstage opponents for a KO. The orb of PK-Thunder has very high base knockback and hitstun, making it extremely useful for dragging the opponent to the blast line, stage spiking them, and sending off-stage opponents far enough from the stage to completely prevent them from recovering. His [[up special]], [[PK Thunder]], is especially effective against characters with poor horizontal recoveries, who rely on [[tether recovery|tether recoveries]] or characters who recover from below, and Lucas can nearly effortlessly [[gimp]] them at awkwardly early percents (as low as 0%), while he remains almost completely safely on-stage. His [[down special]], [[PSI Magnet]], contains a [[windbox]] at the start-up of the move that will pull opponents closer to Lucas, in the air, the strength of the windbox scales based on the opponents percentage, which can be useful for setting up an edge-guard situation or even outright gimping opponents. The move's semi-spike hitbox can KO off-stage opponents at reasonable percentages or put them in a bad position off-stage. Alongside his special moves, Lucas has some of the strongest [[smash attack]]s that are also excellent at edgeguarding and KOing, especially his [[down smash]]; the first hit is among the most powerful in the game and can KO under 60% at the ledge. Similarily to PK Freeze, it has an extremely large hitbox and a long duration that make it an incredibly deadly tool for 2-frame punishes, and ledge-trapping, while it can successfully catch opponents under certain stages and punish rolling or teching opponents. Additionally, a reversed down smash can potentially stage spike opponents at the edge, and all 3 hits can even sometimes land if the opponents don't tech the individual hits successfully. Lucas' [[forward smash]] is a strong and quick smash attack that can efficiently KO opponents who recklessly [[air dodge]] towards the stage. Lucas' [[up smash]] is among the absolute strongest and has [[invincibility]] on frames 1-7, which allows it to punish [[ledge attack]]s with proper timing (although it is situational), and can catch some characters hanging on the edge (although it doesn't work on about half of the cast). Lucas' [[back throw|back]] and [[forward throw]]s are strong (with the former being among the strongest) and can force edgeguarding situations and KO at high percentages at the ledge. Lucas also possesses a pair of aerial [[meteor smash]]es, his [[back aerial|back]] and [[down aerial]]s, while his [[forward aerial]] deals strong knockback and is a reliable KOing option when sweetspotted. Overall, Lucas has one of the best 2-frame punishing abilities in ''Ultimate'', with PK Freeze, down smash, forward tilt, dash attack, and down tilt being very efficient (especially the former three), while forward tilt and dash attack are surprisingly powerful for attacks of their kind.
Arguably Lucas's greatest strength is his extremely dangerous edgeguarding game, which is among the greatest in ''Ultimate'', and allows him to easily KO off-stage opponents at unusually early %. PK Freeze freezes opponents and now launches opponents horizontally with powerful knockback, enabling it to KO off-stage opponents at ludicrously low % and making it one of his most infamous edge-guarding techniques. Its incredibly large hitbox makes it an excellent 2-frame punish tool, can be used to punish rolls or techs, and can also be used as a deadly stage spike and ledgetrapping option. PK Fire can be used to snipe offstage opponents for a KO. The orb of PK-Thunder has very high base knockback and hitstun making it extremely useful for dragging the opponent to the blastline, stage spiking them, and sending off-stage opponents far enough from the stage to completely prevent them from recovering. PK Thunder is especially effective against characters with poor horizontal recoveries, who rely on tether recoveries or characters who recover from below, and Lucas can nearly effortlessly gimp them at awkwardly early percents (as low as 0%), while he remains almost completely safely on-stage. PSI Magnet contains a windbox at the start-up of the move that will pull opponents closer to Lucas, in the air, the strength of the windbox scales based on the opponents percentage, which can be useful for setting up an edge-guard situation or even outright gimping opponents. The move's semi-spike hitbox can KO off-stage opponents at reasonable percentages or put them in a bad position off-stage. Alongside his special moves, Lucas has some of the strongest smash attacks that are also excellent at edgeguarding and KOing, especially his down smash; the first hit is among the most powerful in the game and can KO under 60% at the ledge. Similarily to PK Freeze, it has an extremely large hitbox and a long duration that make it an incredibly deadly tool for 2-frame punishes, and ledgetrapping, while it can successfully catch opponents under certain stages and punish rolling or teching opponents. Also, a reverse down smash can potentially stage spike opponents at the edge, and all 3 hits can even sometimes land if the opponents don't tech the individual hits successfully. Lucas's forward smash is a strong and quick smash attack that can efficiently KO opponents who recklessly air dodge towards the stage. Lucas's up smash is among the absolute strongest and has invincibility on frames 1-7, which allows it to punish ledge attacks with proper timing (although it is situational), and can catch some characters hanging on the edge (although it doesn't work on about half of the cast). Lucas's back and forward throws are strong (with the former being among the strongest) and can force edgeguarding situations and KO at high percentages at the ledge. Lucas also possesses two meteor smash aerials, his back and down aerials, while his forward aerial deals strong knockback and is a reliable KOing option. Overall, Lucas has one of the best 2-frame punish abilities in ''Ultimate'', with his PK Freeze, down smash, forward tilt, dash attack, and down tilt being very efficient (especially the former three), while forward tilt and dash attack are surprisingly powerful for attacks of their type.


Alongside his great edgeguarding potential, Lucas' [[recovery]] is among the longest and most flexible in the game, thanks to his [[Zair]] tether recovery, his long directional [[air dodge]], and his long-distanced PK Thunder 2. His PK Thunder travels in a tighter arc than Ness' and doesn't disappear when hitting an opponent, unlike the latter, while his PK Thunder 2 sends him a much greater distance, allowing him to safely go far off to the sides or far below the stage to edge-guard his opponents and quickly recover on-stage after efficiently edgeguarding or gimping them. Additionally, if he bumps into part of the stage or a wall, he can perform PK Thunder a second time for a limited time, making his recovery even longer overall. However, it can still be exploited by some characters, as it is rather slow overall and [[PK Thunder]] can be absorbed or reflected by some characters, while projectiles can disrupt it efficiently. [[PK Thunder 2]] also can occasionally have some angling issues, and has long ending lag, making Lucas vulnerable to gimps and punishes by some characters.  
Alongside his great edgeguarding potential, Lucas' recovery is among the longest and most flexible in the game, thanks to his Zair tether recovery, his long directional air dodge, and his long-distanced PK Thunder 2. His PK Thunder travels in a tighter arc than Ness' and doesn't disappear when hitting an enemy, unlike the latter, while his PK Thunder 2 sends him a much greater distance, allowing him to safely go far off to the sides or far below the stage to edge-guard his opponents and quickly recover on-stage after efficiently edgeguarding or gimping them. Additionally, if he bumps into part of the stage or a wall, he can use his PK Thunder a second time for a limited time, making his recovery even longer overall. However, it can still be exploited by some characters, as it is rather slow overall and his [[PK Thunder]] can be absorbed or reflected by some characters, while projectiles can disrupt it efficiently. His [[PK Thunder 2]] also can occasionally have some angling issues, and has long ending lag, making Lucas vulnerable to gimps and punishes by some characters.  


Another one of Lucas's greatest strengths lies in his excellent [[combo]]ing capabilities. Thanks to his ability to loop his moves into each other fairly easily, Lucas' combo game is incredibly dangerous and can be heavily mixed-up. At low/medium percents, neutral air combos into itself, which was mostly popularized by {{Sm|Remi|}}, and all of his aerials, being one of his best combo starters. His forward air also has the ability to chain into itself at low percents. Because Lucas can cancel his jump by using an technique called "double jump cancel zair", the [[tether grab]] can combo into itself across the entire stage and can lead to potentially unavoidable and heavily damaging combos, as well as dangerous edgeguarding situations. His [[up aerial]] can also combo into itself multiple times; when utilized alongside platforms for assistance, it can potentially rack up to 70%. Down tilt is quick enough to be able to loop into itself, jab, forward tilt, forward air, a grab or even forward smash, especially against fast-fallers like {{SSBU|Fox}} or {{SSBU|Greninja}} and large characters like {{SSBU|Bowser}}. Because of changes in the engine from ''SSB4'' to ''Ultimate'', grounded spikes cannot be teched. This gives Lucas the ability to loop [[Lucas (SSBU)/Down aerial|down air into itself]] and finish the opponents off with forward smash, down smash, forward air, or another off-stage down air if used close enough to the edge. Lastly, aerial spikes aren't techable if they reach a certain [[knockback]], this causes back aerial to loop into itself and his other aerials as well at around 60%, and can even lead to an off-stage meteor smash KO when used close enough to the ledge, even though this is more niche and harder to pull off as all the other loops. To compliment his great combo potential, Lucas has many reliable combo finishers; most notably, his powerful and quick forward smash, as well as his exceedingly powerful down smash, are extremely useful for ending [[jab lock]]ed combos, as well as down aerial loops.  
Another one of Lucas's greatest strengths lies in his excellent comboing capabilities. Thanks to his ability to loop his moves into each other fairly easily, Lucas's combo game is incredibly dangerous and can be heavily mixed-up. At low to mid percents, neutral air combos into itself, which was mostly popularized by {{Sm|Remi|}}, and all of his aerials, being one of his best combo starters. His forward air also has the ability to chain into itself at low percents. Because Lucas can cancel his jump by using an technique called "double jump cancel zair", the tether grab can combo into itself across the entire stage and can lead to potentially unavoidable and heavily damaging combos, as well as dangerous edgeguarding situations. Up air can also combo into itself multiple times; when utilized alongside platforms for assistance, it can potentially rack up to 70%. Down tilt is fast enough to be able to loop into itself, jab, forward tilt, forward air, a grab or even forward smash, especially against fast-fallers like {{SSBU|Fox}} or {{SSBU|Greninja}} and large characters like {{SSBU|Bowser}}. Because of changes in the engine from ''SSB4'' to ''Ultimate'', grounded spikes cannot be teched. This gives Lucas the ability to loop [[Lucas (SSBU)/Down aerial|down air into itself]] and finish the opponents off with forward smash, down smash, forward air, or another off-stage down air if used close enough to the edge. Lastly, aerial spikes aren't techable if they reach a certain [[knockback]] this causes back aerial to loop into itself and his other aerials as well at around 60%, and can even lead to an off-stage meteor smash KO when used close enough to the ledge, even though this is more niche and harder to pull off as all the other loops. To compliment his great combo potential, Lucas has many reliable combo finishers; most notably, his powerful and quick forward smash, as well as his exceedingly powerful down smash, are extremely useful for ending jab lock combos as well as down aerial loops.  


Lucas also possesses some strong grounded attacks in his kit, primarily down tilt and forward tilt are worth noticing. The former lacks a lot of range, but it makes up for it by being just as quick as {{SSBU|R.O.B.}}'s down tilt and only being 1 frame laggier. Combined with the fact that the close hitbox can combo into jab, forward tilt, forward air, and (at high percents or against fast-fallers) a grab, it is definitely a grounded move to respect. Forward tilt is a strong disjointed poking tool that, when angled up, can anti-air a plethora of moves. It can also easily 2-frame recoveries when angled down. It is also extremely safe on shield and can only be punished by {{SSBU|Link}}'s [[Spin Attack]] from [[out of shield]]. [[Up tilt]] is also used to pop opponents out of the air similar to forward tilt but can combo into up air if they are around 30%. Tapping jump is advised in order to do so as that is the only method to bypass the short hop macro. His [[jab]] is a useful "get-off-me" and combo tool, but is overall outclassed by down tilt's frame-data and utility. [[Dash attack]] comes out fairly slow, and slows Lucas' grounded mobility while executing it. However, its hitbox is fairly large and can 2-frame or hit an opponent on the edge. Unlike most dash attacks, it can function as a reasonably strong KOing option, as its sweetspot is strong enough to KO {{SSBU|Mario}} at 105% at the edge. In comparison, its sourspot is much weaker, yet dash attack's decent interruptibility and its sourspot's higher launching angle make it serviceable for setting up aerial pressure. While his forward smash slightly pales in terms of power in comparison to his other smash attacks in terms of range and knockback, it makes up for it by being his fastest smash attack, while still being powerful; this move also has the ability to [[reflect]] projectiles and is a great combo finisher. Lastly, forward smash also has a tipper-hitbox that KOs a lot earlier. Down smash depicts Lucas striking the ground three times in front of him; each hit getting progressively larger, but also getting progressively weaker (with the first hit of the move being one of the strongest down smashes in the game). The move is incredibly useful for ending jab locked combos, ledge-trapping and [[Edge#2 frame punish|2-frame punishes]]. It also has a large hitbox that enables it to catch opponents directly below certain stages, thus being one of his best KOing moves. His up smash has invincibility on frame 1-7 (also avoiding grabs) which therefore allows it to be used as a situational counter-attack tool. It also deals extremely high knockback that can KO reliably at low percentages. However, the start-up and recovery is extremely high, thus making it a "high-risk, high-reward" read and punishing option. Alongside his forward and back throws, his [[up throw]] is also among the strongest and can KO reliably at high percentages.
Lucas also possesses some strong ground moves, primarily down tilt and forward tilt are worth noticing. Down tilt doesn't have a lot of range but it makes up for it by being just as fast as {{SSBU|R.O.B.}}'s down tilt and only being 1 frame laggier. Combined with the fact that the close hitbox can combo into jab, forward tilt, forward air, and (at high percents or against fast-fallers) a grab, it's definitely a grounded move to respect.
Forward tilt is a strong disjointed poking tool that when angled up can anti air a plethora of moves. It can also easily 2-frame recoveries when angled down. It's also extremely safe on shield and can only be punished by {{SSBU|Link}}'s [[Spin Attack]] from out of shield. Up tilt is also used to pop opponents out of the air similar to forward tilt but can combo into up air if they are around 30%. Tap jump is advised in order to do so as that's the only way to bypass the short hop macro. Jab is a useful "get off me" and combo tool, but overall outclassed by down tilt's frame data and utility. Dash attack comes out fairly slow, and slows Lucas' ground speed while executing it. However, its hitbox is pretty large and can 2-frame or hit an opponent on the edge. Unlike most dash attacks, it can function as a reasonably strong KO option, as its sweetspot is strong enough to KO {{SSBU|Mario}} at 105% at the edge. In comparison, its sourspot is much weaker, yet dash attack's decent interruptbility and its sourspot's higher launching angle make it serviceable for setting up aerial pressure. While his forward smash is not nearly as strong as his other smash attacks in terms of range and knockback, it makes up for it by being his fastest smash attack, while still being powerful; this move also has the ability to [[reflect]] projectiles and is a great combo finisher. Lastly, forward smash also has a tipper hitbox that KOs a lot earlier. Down smash has Lucas strike the ground three times in front of him; each hit getting progressively larger, but also getting progressively weaker (with the first hit of the move being one of the strongest down smashes in the game). The move is incredibly useful for ending jab lock combos, ledgetrapping and [[Edge#2 frame punish|2-frame punishes]]. It also has a large hitbox that enables it to catch opponents directly below certain stages, thus being one of his best KOing moves. His up smash has invincibility on frame 1-7 (also avoiding grabs) which therefore allows it to be used as a situational counter-attack tool. It also has extremely high knockback that can KO reliably at low percentages. However, the start-up and recovery is extremely high thus making it a "high risk, high reward" read and punish option. Alongside his forward and back throws, his up throw is also among the strongest and can KO reliably at high percentages.


Outside of edgeguarding, Lucas has a very versatile [[special move]]set. [[PK Freeze]] has great maneuverability and can be a useful pressuring and anti-air attack. [[PK Fire]] sends a fiery bolt straight forward which explodes on contact. It doesn't explode on shields, however. It is a decent spacing tool that deals moderate knockback and can sometimes be used as a combo extender. [[PK Thunder]] does not disappear upon hitting an opponent like {{SSBU|Ness}}', but instead the tail hits multiple times. This, coupled with its very high hitstun, makes it possible to combo into itself and is a great damage-racking and shield poking tool. It does disappear when it collides with a hard [[platform]] or wall. It also disappears when an opponent hits Lucas while he is performing the attack. [[PK Thunder 2]], while lacking the early KO potential of Ness', deals an extreme amount of damage and is also strong enough to KO at the top blast line at reasonably low percents. [[PSI Magnet]] absorbs energy-based [[projectile]]s. The amount of damage it heals depends on the projectile's power as it heals 1.66x more as the projectile capping at 30%. This makes the move useful for improving Lucas' survivability and to discourage [[projectile camp]]ing from characters with energy-based projectiles. If projectiles are absorbed while grounded, the ending lag after the absorption can be cancelled on the same frame as the absorption with a jump, dodge, or spot dodge, improving the move's safety on the ground. The move also has a semi-spike hitbox upon releasing the special button. Said hitbox is also one of the safest non-projectile moves on shield in the game (being +0 on block), and can lead into some combos at low percentages (PSI Magnet into dash attack or grab aerial being some examples). Finally, Lucas has strong wavebouncing abilities, as each of his special moves (minus PK Thunder) gives him a significant recoil which can be very useful for mindgames.
Outside of edgeguarding, Lucas has very versatile special moves, PK Freeze has great maneuverability and can be a useful pressuring and anti-air attack. PK Fire sends a fiery bolt straight forward which explodes on contact. It doesn't explode on shields however. It's a decent spacing tool that deals moderate knockback and can sometimes be used as a combo extender. PK Thunder does not disappear upon hitting an opponent like Ness's but instead the tail hits multiple times. This, coupled with its very high hitstun, makes it possible to combo into itself and is a great damage-racking and shield poking tool. It does disappear when it collides with a hard [[platform]] or wall. It also disappears when an opponent hits Lucas while he is doing the attack. PK Thunder 2, while lacking the early KO potential of Ness's, deals an extreme amount of damage and is also strong enough to KO at the top blast line at reasonably low percents. PSI Magnet absorbs energy based [[projectile]]s. The amount of damage it heals depends on the projectile's power as it heals 1.66x more as the projectile capping at 30%. This makes the move useful for improving Lucas' survivability and to discourage projectile camping from characters with energy projectiles. If projectiles are absorbed while grounded, the end lag after the absorption can be cancelled on the same frame as the absorption with a jump, dodge, or spot dodge, improving the move's safety on the ground. The move also has a semi-spike hitbox upon releasing the special button. Said hitbox is also one of the safest non projectile moves on shield in the game (being +0 on block), and can lead into some combos at low percentages (PSI Magnet into dash attack or grab aerial being some examples). Finally, Lucas has strong wavebouncing abilities, as each of his special moves (except for PK Thunder) gives him a significant recoil which can be very useful for mindgames.


However, Lucas is not without his drawbacks. While he has a powerful pressuring game and can force opponents in a disadvantage state fairly easily, Lucas, himself, has almost non-existent anti-pressuring options, thus, his biggest flaw is his horrible defensive game. Because grabs [[out of shield]] have an additional 4 frames of start-up in ''Ultimate'' and Lucas lacks a fast grab, up special and up smash, while none of his aerials hit before frame 7, his out-of-shield game is among the worst in the cast. Additionally, because his overall grounded mobility is average at best, and some of his attacks have rather short range, Lucas primarily struggles with rushdowns/speed demons or characters who can outrange him with disjoints (especially swordies), as he can find it difficult to restrain the opponent with forward air and forward tilt, especially if the opponent has superior range and priority than Lucas. He also struggles when put high above his opponents, as he doesn't have a good hitbox under him to force landings and being floaty makes him extremely susceptible to getting juggled, while Lucas is nearly incapable of escaping juggles against characters with great juggling abilities (such as {{SSBU|Mario}}) due to him lacking a useful combo-breaking move. As such, Lucas overall has a terrible disadvantage state and one single mistake can potentially cause him the loss of a stock rather quickly.   
However, Lucas is not without his drawbacks. While he has a powerful pressuring game and can force opponents in a disadvantage state fairly easily, Lucas, himself, has almost non-existent anti-pressuring options, thus, his biggest flaw is his horrible defensive game. Because grabs out of shield have an additional 4 frames of start-up in ''Ultimate'' and Lucas lacks a fast grab, up special and up smash, while none of his aerials hit before frame 7, his out of shield game is among the worst in the cast. Additionally, because his overall grounded mobility is average at best, and some of his attacks have rather short range, Lucas primarily struggles with rushdowns, as he can find it difficult to keep out the opponent with forward air and forward tilt, especially if the opponent has superior range and priority than Lucas. He also struggles when put high above his opponents, as he doesn't have a good hitbox under him to force landings and being floaty makes him extremely susceptible to getting juggled, while Lucas is nearly incapable of escaping juggles against characters with great juggling abilities (such as {{SSBU|Mario}}) due to him lacking a useful combo-breaking move. As such, Lucas overall has a terrible disadvantage state and one single mistake can potentially cause him the loss of a stock rather quickly.   


Outside of his lack of defensive options, despite Lucas possessing a solid neutral game thanks to his strong zoning options in PK Fire, his forward aerial and his Zair, he is otherwise over-reliant on those aforementioned moves to force approaches, which leads to his approach becoming predictable overtime and leaving him with few reliable options, especially against speed demons and characters with even longer and/or more disjointed attacks, as most of his other attacks suffer from relatively short range despite being disjointed, which can result in him getting overwhelmed by several of those characters and forcing him to rely on his overused zoning options and his underwhelming out-of-shield options. Additionally, Lucas notably struggles against characters without energy-based projectiles (most notably {{SSBU|Link}}), as he cannot make usage of his PSI Magnet to heal himself against them, and although he has a reflector in his forward smash, it cannot be used in the air, drastically hindering his neutral game, while Lucas is virtually unable to successfully approach without getting hit by a single projectile, while his own PK Fire is too laggy and short-ranged to be useful in camping in those matchups, preventing him of winning any projectile-wars against characters without energy-based projectiles.
Outside of his lack of defensive options, despite Lucas having a solid neutral game thanks to his strong zoning options in his PK Fire, his forward aerial and his Zair, he is otherwise over-reliant on those aforementioned moves to force approaches, which leads to his approach becoming predictable and leaving him with few reliable options, especially against fast characters and characters with even longer and more disjointed attacks, as most of his other attacks suffer from relatively short range despite being disjointed, which can result in him getting overwhelmed by many of those characters and forcing him to rely on his overused zoning options and his underwhelming out of shield options. Also, Lucas notably struggles against characters without energy-based projectiles (most notably {{SSBU|Link}}), as he cannot make use of his PSI Magnet to heal himself against them, and although he has a reflector in his forward smash, it cannot be used in the air, severely hindering his neutral game, while Lucas is virtually unable to successfully approach without getting hit by a single projectile, while his own PK Fire is too laggy and short-ranged to be useful in camping in those matchups, preventing him of winning any projectile wars against characters  
without energy-based projectiles.


Despite his powerful throws, Lucas' [[grab]] game has its issues. Despite possessing decent range, his grab is slow and is easily punishable, and [[Rope Snake]] has the shortest range of all [[tether grab]]s, while his throws are limited exclusively of edgeguarding and KOing. His down throw, in particular, which has been drastically nerfed from ''SSB4'', is completely unreliable at setting up follow-ups above low percentages, while it is by far his weakest throw and cannot KO reliably at realistic percentages. Additionally, his DJCZ, while extremely dangerous when mastered, requires perfect timing as to correctly chain it. As such, Lucas' combo game, while extremely deadly, is difficult to master and thus requires good reads and additional high execution in order to get high damage started, and gives him a relatively high learning curve.  
Despite his powerful throws, Lucas's grab game has its issues. Despite having decent range, his grab is slow and is easily punishable, while his throws have little utility outside of edgeguarding and KOing. His down throw, in particular, which has been severely nerfed from SSB4, is completely unreliable at setting up follow-ups above low percentages, while it is by far his weakest throw and cannot KO reliably at realistic percentages. Additionally, his DJCZ, while extremely dangerous when mastered, requires perfect timing as to correctly chain it. As such, Lucas' combo game, while extremely deadly, is very hard to master and thus requires good reads and additional high execution in order to get high damage started, and gives him a relatively high learning curve.  


In the end, Lucas is gifted with an extremely versatile moveset, with one of the best edgeguarding games in the game, some of the most powerful smash attacks and throws, a long and flexible recovery and great comboing and pressuring tools, Lucas has an excellent advantage state and can rack up damage very easily with his highly-damaging combo strings or with his damaging and powerful moves, while he typically does not find himself in much trouble KOing opponents at early percents either with edgeguarding or with his powerful smash attacks. Lucas fits best into the mix-up archetype; he has useful zoning options and he can be effective when controlling opponents' space and options thanks to PK Fire, a quick and disjointed normal moveset, and Rope Snake. However, he can be a formidable fighter at close-ranged combat thanks to his amazing comboing and KOing ability, along with his great aerial game. Lucas' players must take advantage of his deadly edgeguarding tools by forcing his opponent off-stage with his powerful throws, with many of his aerials, his smash attacks and his special moves being powerful enough to gimp or KO his opponent at exceedingly early percents. However, Lucas must be careful in approaching because his zoning options can quickly become predictable, and he can quickly become overwhelmed by his opponents if he plays recklessly, as his decidedly average mobility and underwhelming defensive game can easily be exploited due to his almost non-existent out of shield options, while his floatiness and lack of a reliable hitbox under him can make him very vulnerable to juggles. As a result of this, Lucas is especially vulnerable against characters with superior mobility and longer disjointed range (such as {{SSBU|Shulk}} or {{SSBU|Zero Suit Samus}}), superior zoning abilities (most notably {{SSBU|Link}}) or great recoveries that are difficult to edgeguard (such as {{SSBU|Peach}}), and has an extremely high learning curve.
In the end, Lucas is gifted with an extremely versatile moveset, with one of the best edgeguarding games in the game, some of the most powerful smash attacks and throws, a long and flexible recovery and great comboing and pressuring tools, Lucas has an excellent advantage state and can rack up damage very easily with his highly-damaging combo strings or with his high-damaging and powerful moves, while he usually does not have much trouble KOing opponents at early percents either with edgeguarding or with his powerful smash attacks. Lucas fits best into the mix-up type. He has useful zoning options and he can be effective when controlling foes' space and options thanks to his PK Fire, quick disjointed normals, and Rope Snake. However, he can be a formidable foe at close-ranged combat thanks to his amazing comboing and KOing ability, along with his great aerial game. Lucas players must take advantage of his deadly edgeguarding tools by forcing his opponent off-stage with his powerful throws, with many of his aerials, his smash attacks and his special moves being powerful enough to gimp or KO his opponent at exceedingly early percents. However, they must be careful in approaching because his zoning options can quickly become predictable, and he can quickly become overwhelmed by his opponents if he is not careful enough, as his decidely average mobility and underwhelming defensive game can easily be exploited due to his almost non-existent out of shield options, while his floatiness and lack of a reliable hitbox under him can make him very vulnerable to juggles. As a result of this, Lucas is especially vulnerable against characters with superior mobility and longer disjointed range (such as {{SSBU|Shulk}} or {{SSBU|Zero Suit Samus}}), superior zoning abilities (most notably {{SSBU|Link}}) or great recoveries that are difficult to edgeguard (such as {{SSBU|Peach}}), and has an extremely high learning curve.


==Changes from ''[[Super Smash Bros. 4]]''==
==Changes from ''[[Super Smash Bros. 4]]''==
Lucas has received a mixture of buffs and nerfs in the transition from ''SSB4'' to ''Ultimate''; although he received much more buffs, it is hard to determine whether he has been buffed or nerfed overall. Some of Lucas's biggest strengths from the previous game have been noticeably nerfed, but his moveset as a whole has been given much more consistency.
Lucas has received a mix of buffs and nerfs in the transition from ''SSB4'' to ''Ultimate''; although he received much more buffs, it's hard to determine whether he has been buffed or nerfed overall. Some of Lucas's biggest strengths from the previous game have been noticeably nerfed, but his moveset as a whole is much more consistent.


Lucas has received comparatively a few nerfs, though most of them have been heavy. The most notable of these nerfs is to his [[down throw]], which has more knockback and ending lag; which drastically hinders his previously guaranteed combos past low percentages, no longer having access to semi-guaranteed KO set-ups (into back aerial at the edge, or to up aerial at high percentages). The universally [[tech]]able [[footstool]]s and changes to [[lock]]ing have also drastically neutered the more intrincate setups his down throw had. Overall, Lucas no longer has access to guaranteed high damage from his throws, and his footstool-based combos are much less useful unless the opponent isn't able to tech in time. Aside from these nerfs, [[PK Thunder 2]] now has halted momentum at the end of its animation, which shortens his recovery. Lucas also has a slightly harder time landing due to [[PSI Magnet]] no longer halting his momentum in the air.
Lucas has received comparatively few nerfs, though most of them have been heavy. The most notable of these nerfs is to his [[down throw]], which has more knockback and ending lag; which significantly hinders his previously guaranteed combos past low percentages, no longer having access to semi-guaranteed KO set-ups (into back aerial at the edge, or to up aerial at high percentages). The universally [[tech]]able [[footstool]]s and changes to [[lock]]ing have also drastically neutered the more intrincate setups his down throw had. Overall, Lucas no longer has access to guaranteed high damage from his throws, and his footstool-based combos are much less useful unless the opponent isn't able to tech in time. Aside from these nerfs, [[PK Thunder 2]] now has halted momentum at the end of its animation, which shortens his recovery. Lucas also has a slightly harder time landing due to [[PSI Magnet]] no longer halting his momentum in the air.


In spite of these nerfs, Lucas has predominantly received much more significant buffs. His frame-data and damage output have all been strengthened as a whole, which has made his attacks generally safer (especially if sweetspotted, due to their [[electric]] effect). Lucas's approach and aerial game are much more effective, as his [[forward aerial|forward]], [[back aerial|back]] and [[up aerial]]s all are now capable of [[auto-cancel]]ing from a short hop, the former is a much more viable move for KOing, and the latter's hitbox now matches its animation more correctly. His [[grab aerial]] can now be [https://www.youtube.com/watch?v=MA1bVZEyPQ0 double-jump canceled] as well, which now gives him an additional option for approaching as well as retreating and can be chained into itself repeatedly or forward air, giving it great combo ability. [[Down aerial]] can now loop into itself at mid to high percentages, and can now set up kill confirms (most notably forward and down smash, and forward air), and the inability to tech grounded meteor smashes benefits his back aerial, which can also loop into itself and his other aerials. Thanks to these buffs, the aforementioned nerfs to his combo game have been somewhat compensated, with the latter and his mix-up options still being extremely effective in his metagame.
In spite of these nerfs, Lucas has predominantly received many more significant buffs. His frame data and damage output have all been strengthened as a whole, which has made his attacks generally safer (especially if sweetspotted, due to their [[electric]] effect). Lucas's approach and aerial game are much more effective, as his [[forward aerial|forward]], [[back aerial|back]] and [[up aerial]]s all are now capable of [[autocancel]]ing from a short hop, the former is a much more viable move for KOing, and the latter's hitbox now matches its animation more correctly. His [[grab aerial]] can now be [https://www.youtube.com/watch?v=MA1bVZEyPQ0 double-jump canceled] as well, which now gives him an additional option for approaching as well as retreating and can be chained into itself repeatedly or forward air, giving it great combo ability. [[Down aerial]] can now loop into itself at mid to high percentages, and can now set up kill confirms (most notably forward and down smash, and forward air), and the inability to tech grounded meteor smashes benefits his back aerial, which can also loop into itself and his other aerials. Thanks to these buffs, the aforementioned nerfs to his combo game have been somewhat compensated, with the latter and his mix-up options still being extremely effective in his metagame.


Lucas' grounded game has also seen several noteworthy improvements. [[Forward tilt]] has more range and power, [[up tilt|up]] and [[down tilt]]s have more combo ability, sweetspotted [[forward smash]] is more powerful, [[up smash]] has significantly increased power and now renders him invincible for longer, and [[down smash]] can now once again hit opponents multiple times. Lucas's special moves have all been improved as well; in particular, [[PK Freeze]] no longer makes Lucas helpless, can travel through soft and semi-soft platforms, follows the ground on contact with hard platforms, sends at a lower angle that gives it fearsome [[edgeguarding]] potential, and leaves opponents [[freeze|frozen]] for a much longer period of time at higher percentages. [[PK Fire]] also sends at a lower angle and has more knockback, making it a more impactful projectile when it connects; [[PK Thunder]] travels faster and is an even better edgeguarding and gimping tool; and PSI Magnet absorbs and recovers faster. Thanks to the significant power buffs to most of his already powerful finishers, along with his drastically better edgeguarding game, Lucas' punish game is considerably more varied and less specialized overall.
Lucas' grounded game has also seen several noteworthy improvements. [[Forward tilt]] has more range and power, [[up tilt|up]] and [[down tilt]]s have more combo ability, sweetspotted [[forward smash]] is more powerful, [[up smash]] has significantly increased power and now renders him invincible for longer, and [[down smash]] can now once again hit opponents multiple times. Lucas's special moves have all been improved as well; in particular, [[PK Freeze]] no longer makes Lucas helpless, can travel through soft and semi-soft platforms, follows the ground on contact with hard platforms, sends at a lower angle that gives it fearsome [[edgeguarding]] potential, and leaves opponents [[freeze|frozen]] for a much longer period of time at higher percentages. [[PK Fire]] also sends at a lower angle and has more knockback, making it a more impactful projectile when it connects; [[PK Thunder]] travels faster and is an even better edgeguarding and gimping tool; and PSI Magnet absorbs and recovers faster. Thanks to the significant power buffs to most of his already powerful finishers, along with his drastically better edgeguarding game, Lucas' punish game is considerably more varied and less specialized overall.
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Aside from the changes to footstooling and locking, some of the universal changes made to ''Ultimate''{{'}}s engine have significantly benefitted Lucas overall. Like with most other veterans, his previously lacking mobility is somewhat better thanks to his faster [[dash]]ing and [[air speed]]s; combined with his improved aerials and PK Fire, this gives him a significantly more useful neutral game. The increased [[shieldstun]] further improves the safety of Lucas' attacks on shield, especially if they're sweetspotted. Thanks to the changes to [[air dodge]]s and the return of directional air dodges, Lucas has another option to mix up his recovery, furthermore, like {{SSBU|Ness}}, Lucas's directional air dodge travels farther than other characters. Adding to this, because characters can only air dodge once before landing or getting hit, when combined with a retooled PK Freeze, Lucas's edgeguarding game is much more lethal than before. On the other hand, the ability to air dodge once before landing or getting hit has further worsened his ability to land.
Aside from the changes to footstooling and locking, some of the universal changes made to ''Ultimate''{{'}}s engine have significantly benefitted Lucas overall. Like with most other veterans, his previously lacking mobility is somewhat better thanks to his faster [[dash]]ing and [[air speed]]s; combined with his improved aerials and PK Fire, this gives him a significantly more useful neutral game. The increased [[shieldstun]] further improves the safety of Lucas' attacks on shield, especially if they're sweetspotted. Thanks to the changes to [[air dodge]]s and the return of directional air dodges, Lucas has another option to mix up his recovery, furthermore, like {{SSBU|Ness}}, Lucas's directional air dodge travels farther than other characters. Adding to this, because characters can only air dodge once before landing or getting hit, when combined with a retooled PK Freeze, Lucas's edgeguarding game is much more lethal than before. On the other hand, the ability to air dodge once before landing or getting hit has further worsened his ability to land.


Altogether, Lucas is a less polarizing character than in ''SSB4''. He no longer has access to KO setups from his down throw and his footstool and locking-based combos are less effective, but several of his most glaring weaknesses were notably addressed, some of his less potent moves became much stronger, the significant buffs to his edgeguarding game and his much more powerful and damaging finishers have significantly improved his KOing ability, and the changes to the game's pace have provided more flexibility for him, granting him far more options than he had in ''SSB4''. As a result of this, Lucas has a relatively higher learning curve, and now plays better with a mix-up playstyle. However, given the various and more striking buffs to other returning veterans, and the introduction of DLC characters that Lucas struggles against, it is generally agreed that his buffs were not significant enough to improve Lucas, and although Lucas still remains a relatively viable character in ''Ultimate'', he underperforms relative to the cast in comparison to ''SSB4''.
Altogether, Lucas is a less polarized character than in ''Smash 4''. He no longer has access to KO setups from his down throw and his footstool and locking-based combos are less effective, but many of his most glaring weaknesses were notably improved, some of his less potent moves became much stronger, the significant buffs to his edgeguarding game and his much more powerful and damaging finishers have significantly improved his KOing ability, and the changes to the game's pace have provided more flexibility for him, granting him far options than he had in ''Smash 4''. As a result of this, Lucas has a relatively higher learning curve, and now plays better with a mix-up playstyle. However, given the various buffs to other returning veterans, and the introduction of DLC characters that Lucas struggles against, it's generally agreed that his buffs were not significant enough to improve Lucas, and he is worse relative to the cast than he was in ''Smash 4''.


{{SSB4 to SSBU changelist|char=Lucas}}
{{SSB4 to SSBU changelist|char=Lucas}}


==Update history==
==Update history==
Lucas was buffed slightly via game updates. Initially, update 2.0.0 only slightly decreased neutral aerial's landing lag and edge-lockout duration. Following this, update 4.0.0 buffed Lucas in a few more noticeable ways. Forward tilt's sweetspot gained a larger hitbox (albeit only during the first 2 frames) and higher base knockback; both of these buffs make it a deceptively useful KO option, especially when it is angled upward when performed as a follow-up from down tilt.
Lucas was buffed slightly via game updates. Initially, update 2.0.0 only slightly decreased neutral aerial's landing lag and edge lockout duration. Following this, update 4.0.0 buffed Lucas in a few more noticeable ways. Forward tilt's sweetspot gained a larger hitbox (albeit only during the first 2 frames) and higher base knockback; both of these buffs make it a deceptively useful KO option, especially when it is angled upward when used as a follow-up from down tilt.


His dash attack gained additional active frames, although its sourspot was inadvertently nerfed slightly, due to it becoming less advantageous on hit by 2 frames. Lucas' up smash gained increased duration of invincibility during start-up, while up aerial and [[PK Fire]] had their ending lag and and landing lag decreased, respectively. Lastly, update 8.0.0 improved the consistency of Lucas' pivot grab by adjusting its axis positioning.
Dash attack gained additional active frames, although its sourspot was inadvertently nerfed slightly, due to it becoming less advantageous on hit by 2 frames. Up smash gained more invincibility frames during start-up, while up aerial and [[PK Fire]] had their ending lag decreased and landing lag decreased, respectively. Lastly, update 8.0.0 improved the consistency of Lucas' pivot grab by adjusting its axis positioning.


Overall, Lucas fares mildly better than he did at the launch of ''Ultimate''.
Overall, Lucas fares mildly better than he did at the launch of ''Ultimate''.
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==Moveset==
==Moveset==
*Lucas possesses a special jump. When jumping in midair, Lucas will ascend in a floatier, curved trajectory. The vertical momentum of Lucas' double jump can be [[double jump cancel|canceled]] by inputting a special move or throwing an item. This trait is shared with {{SSBU|Ness}}, {{SSBU|Mewtwo}}, {{SSBU|Kazuya}}, and {{SSBU|Sora}}.
*Lucas possesses a special jump. When jumping in midair, Lucas will ascend in a floatier, curved trajectory. The upward momentum of Lucas' double jump can be [[double jump cancel|canceled]] by inputting a special move or throwing an item. This trait is shared with {{SSBU|Ness}}, {{SSBU|Mewtwo}}, {{SSBU|Kazuya}}, and {{SSBU|Sora}}.
*Lucas possesses a [[tether]] attack and grab.
*Lucas possesses a [[tether]] attack and grab.
''For a gallery of Lucas' hitboxes, see [[Lucas (SSBU)/Hitboxes|here]].''
''For a gallery of Lucas' hitboxes, see [[Lucas (SSBU)/Hitboxes|here]].''
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|neutral2dmg=1.5%
|neutral2dmg=1.5%
|neutral3dmg=3.5%
|neutral3dmg=3.5%
|neutraldesc=A right-legged roundhouse kick, followed by a right-legged hook kick, followed by a left-legged reverse roundhouse kick. The last hit has slightly more range. The first hit activates on frame 2, rendering it Lucas' fastest ground attack. The first and second hits can [[jab lock]], but might miss on characters with very thin hurtboxes, like {{SSBU|Joker}} and {{SSBU|Zero Suit Samus}}. The second hit can be interrupted sooner than in ''SSB4'', and lead into a grab or aerial attack.
|neutraldesc=A right-legged roundhouse kick, followed by a right-legged hook kick, followed by a left-legged reverse roundhouse kick. The last hit has slightly more range. Hits first on frame 2, making it Lucas' fastest ground attack. The first and second hits can [[jab lock]], but might miss on very thin characters like {{SSBU|Joker}} and {{SSBU|Zero Suit Samus}}. The second hit can be interrupted sooner than in ''SSB4'', and lead into a grab or aerial attack.
|ftiltname=PK Slash ({{ja|PKスラッシュ|Pīkei Surasshu}})
|ftiltname=PK Slash ({{ja|PKスラッシュ|Pīkei Surasshu}})
|ftiltdmg=11% (sweetspot), 7.5% (sourspot)
|ftiltdmg=11% (sweetspot), 7.5% (sourspot)
|ftiltdesc=Twirls with his arm extended to emit a small blast of PSI energy from his hand. It can be angled and has a [[disjointed hitbox]], although its sweetspot is located inside of the blast. It has overall low lag, disjointed range, and the ability to be angled, all of which make it extremely useful for 2-framing opponents. In addition, its sweetspot is powerful enough to KO reliably, as it can KO middleweights at around 122% at the edge of Final Destination, whereas its sourspot can [[lock]] opponents at low percents. It also has fast startup lag, hitting on frame 7 with low ending lag. Due to these traits, it is one of Lucas' best KO options, and is generally considered one of the best forward tilts in ''Ultimate''.
|ftiltdesc=Twirls with his arm extended to emit a small blast of PSI energy from his hand. It can be angled and has a [[disjointed hitbox]], although its sweetspot is located inside of the blast. It has overall low lag, disjointed range, and the ability to be angled, all of which make it very useful for 2-framing an opponent. In addition, its sweetspot is powerful enough to KO reliably, whereas its sourspot can [[lock]] opponents at low percents. Due to these traits, it is one of Lucas' best KO options, and is generally considered one of the best forward tilts in the game.
|utiltname=PK Reverse Kick ({{ja|PKリバーサルキック|Pīkei Ribāsu Kikku}})
|utiltname=PK Reverse Kick ({{ja|PKリバーサルキック|Pīkei Ribāsu Kikku}})
|utiltdmg=1.5% (hit 1), 8% (clean hit 2), 5% (late hit 2)
|utiltdmg=1.5% (hit 1), 8% (clean hit 2), 5% (late hit 2)
|utiltdesc=Telekinetically tilts himself upside down to perform a vertical scissor kick that emits a blast of PSI from his foot. The first hit activates on frame 4, which along with its low ending lag and the second hit activating on frame 7, makes it disproportionately quick for a tilt attack. It can juggle and combo into itself, a neutral aerial or an up aerial at low to medium percents.
|utiltdesc=Telekinetically tilts himself upside down to perform a vertical thrust kick that emits a blast of PSI energy from his foot. It can combo into itself, a neutral aerial or an up aerial at low to medium percents.
|dtiltname=Spinning Leap Kick ({{ja|スピニングリープキック|Supiningu Rīpu Kikku}})
|dtiltname=Spinning Leap Kick ({{ja|スピニングリープキック|Supiningu Rīpu Kikku}})
|dtiltdmg=5%
|dtiltdmg=5%
|dtiltdesc=A {{s|wikipedia|legsweep}}. Although weak, it is quick and reliable for either racking up damage or chaining into itself, a neutral attack, a forward tilt or at higher percents even a forward aerial and a grab. It hits on frame 3, making it tied with {{SSBU|Ness}}, {{SSBU|Little Mac}}, {{SSBU|R.O.B.}}, and {{SSBU|Meta Knight}}'s down tilts for being the fastest down tilt in the game. Unfortunately, the edge of down tilt no longer [[lock]]s opponents like it was able to in ''SSB4'' and ''Brawl'' due to the changes to locks in ''Ultimate''.
|dtiltdesc=A legsweep. Although weak, it is fast and reliable for either racking up damage or chaining into itself, a neutral attack, a forward tilt or at higher percents even a forward aerial and a grab. Hits on frame 3, making it tied with {{SSBU|Ness}}, {{SSBU|Little Mac}}, {{SSBU|R.O.B.}}, and {{SSBU|Meta Knight}}'s down tilts for being the fastest down tilt in the game. The edge of down tilt unfortunately doesn't [[lock]] opponents like it used to do in other iterations.
|dashname=PK Palm Push ({{ja|PKパームプッシュ|Pīkei Pāmu Pusshu}})
|dashname=PK Palm Push ({{ja|PKパームプッシュ|Pīkei Pāmu Pusshu}})
|dashdmg=13% (sweetspot), 9% (sourspot)
|dashdmg=13% (sweetspot), 9% (sourspot)
|dashdesc=A dashing palm-thrust that emits a blast of PSI energy from his hand. It slows down Lucas' grounded mobility for a moment. Its sweetspot is powerful enough to KO at reasonable percents, KOing middlewieghts at 115% at the edge of Final Destination without [[DI]], which makes it disproportionately powerful for a dash attack, although it has noticeable start-up (frame 10) and ending lag. It deals more damage the farther the opponent is from Lucas.
|dashdesc=A dashing palm thrust that emits a blast of PSI energy from his hand. Its sweetspot is powerful enough to KO at reasonable percents, although it has noticeable start-up and deals more damage the farther the opponent is from Lucas.
|fsmashname=Stick ({{ja|ぼうっきれ|Bōkkire}})
|fsmashname=Stick ({{ja|ぼうっきれ|Bōkkire}})
|fsmashdmg={{ChargedSmashDmgSSBU|14}} (base), {{ChargedSmashDmgSSBU|15}} (tip), 1.5× (reflected projectiles)
|fsmashdmg={{ChargedSmashDmgSSBU|14}} (base), {{ChargedSmashDmgSSBU|15}} (tip), 1.5× (reflected projectiles)
|fsmashdesc=Swings a {{s|wikibound|stick}} in front of himself. The stick's tip deals more damage and knockback. Lucas' stick also has the ability to [[reflect]] projectiles. In comparison to {{SSBU|Ness}}' forward smash, it has less start-up and ending lag, but deals less damage, knockback and has a lower damage multiplier when reflecting projectiles. It is one of the strongest forward smashes in the game, killing most characters at around 60% by the ledge. While it has rather quick startup due to hitting at frame 14, its considerable ending lag makes it punishable without wise usage.
|fsmashdesc=Swings a {{s|wikibound|stick}} in front of himself. The stick's tip deals more damage and knockback. Lucas' stick also has the ability to [[reflect]] projectiles.
|usmashname=PK Smash Geyser ({{ja|PKスマッシュゲイザー|Pīkei Sumasshu Geizā}})
|usmashname=PK Smash Geyser ({{ja|PKスマッシュゲイザー|Pīkei Sumasshu Geizā}})
|usmashdmg={{ChargedSmashDmgSSBU|2}} (hit 1), {{ChargedSmashDmgSSBU|21}}, {{ChargedSmashDmgSSBU|20}}, {{ChargedSmashDmgSSBU|18}}, {{ChargedSmashDmgSSBU|16}}, or {{ChargedSmashDmgSSBU|14}} (clean to late hit 2)
|usmashdmg={{ChargedSmashDmgSSBU|2}} (hit 1), {{ChargedSmashDmgSSBU|21}}, {{ChargedSmashDmgSSBU|20}}, {{ChargedSmashDmgSSBU|18}}, {{ChargedSmashDmgSSBU|16}}, or {{ChargedSmashDmgSSBU|14}} (clean to late hit 2)
|usmashdesc=Emits a large blast of PSI energy above his head. Despite in-game tips claiming that it can attack opponents hanging on the edge, this is only partially true; it will either whiff or not connect properly on 60% of the cast, the remaining 40% will get hit and comboed into the strong hitbox. It is a huge "high-risk, high-reward" attack; it has an extreme amount of ending lag, which makes it very punishable if missed, but it is one of the strongest up smashes in ''Ultimate'', possessing enough power to KO middleweights as early as 81% when uncharged and at 43% when fully charged on Final Destination. It also has other positives, as it renders Lucas [[invincible]] on frames 1-7, allowing it to even dodge grabs, grants [[intangibility]] to his head on frames 15-29 and has a huge hitbox, making it a decent anti-air and punishing attack with correct usage. The animation appears to based on Lucas' {{s|wikibound|Seven Needles}} pulling animation.
|usmashdesc=Emits a large blast of PSI energy above his head. Despite in-game tips saying it can attack opponents hanging on the edge, this is only partly true; it'll either whiff or not connect properly on 60% of the cast, the remaining 40% will get hit and combo'd into the strong hit. It is a huge "high-risk, high-reward" attack; it has an extreme amount of ending lag, which makes it very punishable if missed, but it is strong enough to KO at 81% when uncharged and at 43% when fully charged. It also has other positives, as it renders Lucas invincible on frames 1-7 making it even dodge grabs, grants intangibility to his head on frames 15-29 and has a very large hitbox, making it a decent anti-air and punish attack if used correctly. The animation appears to based on Lucas' {{s|wikibound|Seven Needles}} pulling animation.
|dsmashname=PK Blow ({{ja|PKブロウ|Pīkei Burō}})
|dsmashname=PK Blow ({{ja|PKブロウ|Pīkei Burō}})
|dsmashdmg={{ChargedSmashDmgSSBU|17}} (clean), {{ChargedSmashDmgSSBU|14}} (mid), {{ChargedSmashDmgSSBU|11}} (late)
|dsmashdmg={{ChargedSmashDmgSSBU|17}} (clean), {{ChargedSmashDmgSSBU|14}} (mid), {{ChargedSmashDmgSSBU|11}} (late)
|dsmashdesc=Aims his arm diagonally downward and emits three consecutive blasts of PSI energy towards the ground while holding his hand in a fingergun-gesture. With each consecutive blast, its range increases at the expense of progressively reduced damage and knockback. It is one of the strongest down smashes in the game when clean, as it is able to KO middleweights as low as 60% near the edge of Final Destination depending on the opponent's DI. If well timed, it can also catch recovering opponents before they grab the edge, making it an intimidating edgeguarding option. Has a bit of start-up lag, but surprisingly low ending lag for its power. Unlike in ''SSB4'', each blast is treated as its own hitbox, meaning that it can potentially hit multiple times at low percents, and damages shields more than once.
|dsmashdesc=Aims his arm diagonally downward and emits three consecutive blasts of PSI energy towards the ground while holding his hand in a finger gun gesture. With each blast, its range increases at the expense of damage and knockback. It is one of the strongest down smashes in the game when clean, as it is able to KO as low as 60% near the edge depending on the opponent's weight and DI. If well timed, it can also catch recovering opponents before they grab the edge. Has a bit of start-up lag, but surprisingly low ending lag for its power. Unlike in ''Smash 4'', each blast is treated as its own hitbox, meaning that it can potentially hit multiple times at low percents, and damages shields more than once, though its shield damage is low for each hit to compensate.
|nairname=PK Flying Attack ({{ja|PKフライングアタック|Pīkei Furaingu Atakku}})
|nairname=PK Flying Attack ({{ja|PKフライングアタック|Pīkei Furaingu Atakku}})
|nairdmg={{ShortHopDmgSSBU|2}} (hits 1-3), {{ShortHopDmgSSBU|4}} (hit 4)
|nairdmg={{ShortHopDmgSSBU|2}} (hits 1-3), {{ShortHopDmgSSBU|4}} (hit 4)
|nairdesc=Tumbles while emitting blasts of PSI energy around his torso. Each hit has numerous [[freeze frame]]s and is a good combo starter. Unlike in ''SSB4'', its launching angle is more horizontal, and the last hit launches the opponent depending on which side the hitbox collides with them in relation to Lucas. The final hit can KO middleweights at around 81% near the horizontal blast lines. The hitboxes' long durations also make it decent for edgeguarding. It has fast startup lag (frame 7), low ending and landing lag (13 frames).
|nairdesc=Tumbles while emitting blasts of PSI energy around his torso. A good combo starter. Unlike in the previous game, its launching angle is more horizontal, and the last hit launches the opponent depending on which side they are on in relation to Lucas.
|fairname=PK Air Front Kick ({{ja|PKエアフロントキック|Pīkei Ea Furonto Kikku}})
|fairname=PK Air Front Kick ({{ja|PKエアフロントキック|Pīkei Ea Furonto Kikku}})
|fairdmg={{ShortHopDmgSSBU|12.5}} (sweetspot), {{ShortHopDmgSSBU|9}} (sourspot)
|fairdmg={{ShortHopDmgSSBU|12.5}} (sweetspot), {{ShortHopDmgSSBU|9}} (sourspot)
|fairdesc=A flying kick that emits a blast of PSI energy from his foot. It has the lowest landing lag of Lucas' aerials (8 frames), along with being quick (frame 9) and disjointed, making it a good offstage option and one of Lucas' better [[spacing]] options in his kit. Its sweetspot deals the most knockback and can KO Mario at the edge at 106% on Battlefield. This move's sourspot can [[lock]] opponents at early percents. It also [[auto-cancel]]s in a short hop.
|fairdesc=A flying kick that emits a blast of PSI energy from his foot. It is fast and disjointed, making it a good off-stage option and one of Lucas' better spacing options. Its sweetspot deals the most knockback and can KO Mario at the edge at 106% on Battlefield. This move's sourspot can [[lock]] opponents at early percents. It also autocancels in a short hop.
|bairname=PK Meteor Kick ({{ja|PKメテオキック|Pīkei Meteo Kikku}})
|bairname=PK Meteor Kick ({{ja|PKメテオキック|Pīkei Meteo Kikku}})
|bairdmg={{ShortHopDmgSSBU|12}} (sweetspot), {{ShortHopDmgSSBU|9}} (sourspot), {{ShortHopDmgSSBU|7}} (late)
|bairdmg={{ShortHopDmgSSBU|12}} (sweetspot), {{ShortHopDmgSSBU|9}} (sourspot), {{ShortHopDmgSSBU|7}} (late)
|bairdesc=A backflipping bicycle kick that emits a trail of PSI energy from his foot. It can [[meteor smash]] at the tip of his foot and has disjointed reach, with its weakest hitbox being at the tip. The meteor smashing hitbox can KO rather early offstage and is useful for edgeguarding. The last hitbox of this move can [[lock]] opponents at early percents. It can also auto-cancel if buffered out of a short hop.
|bairdesc=A backflip kick that emits a trail of PSI energy from his foot. It can [[meteor smash]] at the tip of his foot and has disjointed reach, with its weakest hitbox being at the tip. The last hitbox of this move can [[lock]] opponents at early percents. It can also autocancel if buffered out of a short hop.
|uairname=Jumping Headbutt ({{ja|ジャンピングヘッドバット|Janpingu Heddobatto}})
|uairname=Jumping Headbutt ({{ja|ジャンピングヘッドバット|Janpingu Heddobatto}})
|uairdmg={{ShortHopDmgSSBU|11}}
|uairdmg={{ShortHopDmgSSBU|11}}
|uairdesc=An upward-arcing headbutt. The move's hitbox is now properly attached to Lucas' head, unlike in ''SSB4'', making it a more reliable and less misleading attack for usage. It is one of the strongest up aerials in ''Ultimate'', as it KOs middleweights at around 115% near the upper blast line. It can also auto-cancel in a short hop. At 70% and lower, it is an effective juggling and combo tool, as it leads into itself and other aerials upon landing.
|uairdesc=An upward headbutt. The move's hitbox is now properly attached to Lucas' head unlike in ''SSB4'', making it a more reliable attack. Deals respectable knockback, making it a good KO option near the upper blast line. It can also autocancel in a short hop. At 70% and lower it is an effective combo tool, as it leads into itself and other aerials on landing.
|dairname=PK Foot Stomp ({{ja|PKフットスタンプ|Pīkei Futtu Sutanpu}})
|dairname=PK Foot Stomp ({{ja|PKフットスタンプ|Pīkei Futtu Sutanpu}})
|dairdmg={{ShortHopDmgSSBU|3.5}} (hits 1-3), {{ShortHopDmgSSBU|5}} (hit 4)
|dairdmg={{ShortHopDmgSSBU|3.5}} (hits 1-3), {{ShortHopDmgSSBU|5}} (hit 4)
|dairdesc=An alternating series of [[Meteor smash|stomps]], with each stomp emitting a small blast of PSI energy from his feet. Its disjoint is not as noticeable due to its range being slightly nerfed from ''SSB4''. The last hitbox of this move can [[lock]] opponents at low percents and [[gimp]] recoveries. The sourspots can also lock opponents on a platform. Because grounded spikes can no longer be teched, down aerial can be looped into itself at around 65% on average, and combo into a forward or down smash for a KO.
|dairdesc=An alternating series of [[Meteor smash|stomps]], with each stomp emitting a small blast of PSI energy from his feet. Isn't as disjointed as it looks as its range has been slightly nerfed from ''SSB4''. The last hitbox of this move can [[lock]] opponents at low percents. The sourspots can also lock opponents on a platform. Because grounded spikes can no longer be teched, down aerial can be looped into itself at around 65% on average, and combo into a forward or down smash for a KO.
|zairname=Midair [[Rope Snake]] ({{ja|空中ヒモヘビ|Kūchū Himohebi}})
|zairname=Midair [[Rope Snake]] ({{ja|空中ヒモヘビ|Kūchū Himohebi}})
|zairdmg=5% (clean snake), 3% (arm and late snake)
|zairdmg=5% (clean snake), 3% (arm and late snake)
|zairdesc=Unfurls {{s|wikibound|Duster}}'s {{s|wikibound|Rope Snake}} in front of himself. It can damage opponents and function as a [[tether recovery]].
|zairdesc=Unfurls {{s|wikibound|Duster}}'s {{s|wikibound|Rope Snake}} in front of himself. It can damage opponents and act as a [[tether recovery]].
|grabname=Rope Snake ({{ja|ヒモヘビ|Himohebi}})
|grabname=Rope Snake ({{ja|ヒモヘビ|Himohebi}})
|grabdesc=Unfurls Duster's Rope Snake in front of himself. All grabs have relatively long range at the expense of long ending lag, and Lucas' standing grab is deceptively quick for a tether grab (frame 12), although his dash and pivot grabs are very slow. In addition, Lucas' grabs have overall short range relative to the other tether grabs.
|grabdesc=Unfurls Duster's Rope Snake in front of himself. His standing grab is deceptively fast, although his pivot grab is very slow.
|pummelname=Grab PK Shock ({{ja|つかみPKショック|Tsukami Pīkei Shokku}})
|pummelname=Grab PK Shock ({{ja|つかみPKショック|Tsukami Pīkei Shokku}})
|pummeldmg=1.3%
|pummeldmg=1.3%
|pummeldesc=Blasts the opponent with a burst of PSI. A fairly quick pummel with respectable damage to boot.
|pummeldesc=Attacks the opponent with a small burst of PSI energy.
|fthrowname=PK Throw ({{ja|PKスルー|Pīkei Surū}})
|fthrowname=PK Throw ({{ja|PKスルー|Pīkei Surū}})
|fthrowdmg=10%
|fthrowdmg=10%
|fthrowdesc=Telekinetically heaves the opponent in front of himself. It is one of the strongest forward throws in the game, as it KOs around 100%-160% near the edge of Final Destination depending on the opponent's weight and DI. Aside from killing, it is also effective at setting up an [[edgeguard]].
|fthrowdesc=Telekinetically throws the opponent in front of himself. KO's 1-4% earlier than up-throw on some of the most common legal stages.
|bthrowname=Reverse PK Throw ({{ja|リバースPKスルー|Ribāsu Pīkei Surū}})
|bthrowname=Reverse PK Throw ({{ja|リバースPKスルー|Ribāsu Pīkei Surū}})
|bthrowdmg=10%
|bthrowdmg=10%
|bthrowdesc=Telekinetically throws the opponent behind himself. It is Lucas' strongest throw, and is one of the strongest back throws in the game. It can KO even the heaviest of characters at 154% near the edge of Final Destination without [[rage]]. Similar to forward throw, it is also effective for setting up edgeguards.
|bthrowdesc=Telekinetically throws the opponent behind himself. It is his strongest throw. It can KO even super heavyweights at 154% near the edge without [[rage]].
|uthrowname=PK Lifting ({{ja|PKリフティング|Pīkei Rifutingu}})
|uthrowname=PK Lifting ({{ja|PKリフティング|Pīkei Rifutingu}})
|uthrowdmg=10%
|uthrowdmg=10%
|uthrowdesc=Telekinetically whirls the opponent around his head, then throws them directly overhead. It is tied with {{SSBU|Zelda}} and {{SSBU|Incineroar}}'s up throws for being the fifth-strongest up throw in ''Ultimate'', as it KOs around 116%-180% depending on the opponent's weight and DI.
|uthrowdesc=Telekinetically whirls the opponent around his head, then throws them directly overhead. One of the strongest up throws in the game, as it KOs around 116%-180% depending on the opponent's weight and DI.
|dthrowname=PK Pile Driver ({{ja|PKパイルドライバー|Pīkei Pairu Doraibā}})
|dthrowname=PK Pile Driver ({{ja|PKパイルドライバー|Pīkei Pairu Doraibā}})
|dthrowdmg=11%
|dthrowdmg=11%
|dthrowdesc=Telekinetically slams the opponent into the ground head-first. The opponent appears [[bury|buried]], however, this is purely aesthetic. It can combo into aerials at low percentages, but it loses follow-up potential quickly at higher percentages because of its noticeable ending lag and knockback, as well as its ending lag being increased and knockback being altered since ''SSB4''. Additionally, it no longer inflicts 6 frames of [[hitlag]] on the opponent upon releasing them.
|dthrowdesc=Telekinetically slams the opponent into the ground head first. Shows a bury effect, however this is purely aesthetic. It can combo into aerials at low percentages, but it loses follow-up potential quickly at higher percentages because of its noticeable ending lag and knockback.
|floorfname= 
|floorfname= 
|floorfdmg=7%
|floorfdmg=7%
|floorfdesc=Legsweeps around himself in a circle while getting up.
|floorfdesc=Kicks around himself while getting up.
|floorbname= 
|floorbname= 
|floorbdmg=7%
|floorbdmg=7%
|floorbdesc=Legsweeps around himself in a circle while getting up.
|floorbdesc=Kicks around himself while getting up.
|floortname= 
|floortname= 
|floortdmg=5%
|floortdmg=5%
|floortdesc=Performs a {{s|wikipedia|dropkick}} behind himself and then in front of himself with both hands planted on the ground while getting up.
|floortdesc=Kicks behind himself and then in front of himself while getting up.
|edgename= 
|edgename= 
|edgedmg=9%
|edgedmg=9%
|edgedesc=Performs a low-angled sweep kick while climbing up.
|edgedesc=Performs a low-angle kick while climbing up.
|nsname=PK Freeze
|nsname=PK Freeze
|nsdmg=10%-23%
|nsdmg=10%-23%
|nsdesc=Emits a [[wikibound:PK Freeze|snowflake-shaped blast of PSI energy]] from his head that [[Frozen|freezes]] opponents. The direction of the blast's path can be controlled, it can be made stronger by holding the special button and it can be concluded at a deceptively quick speed. A notoriously effective edgeguarding tool, as it launches opponents forwards with great maneuverability, as well as possessing a large hitbox.
|nsdesc=Emits a [[wikibound:PK Freeze|snowflake-shaped blast of PSI energy]] from his head that [[Frozen|freezes]] opponents. The direction of the blast's path can be controlled, it can be made stronger by holding the special button and it can be concluded at a deceptively fast speed. A notoriously effective edgeguarding tool, as it launches opponents away from Lucas and has great maneuverability, as well as having a large hitbox.
|ssname=PK Fire
|ssname=PK Fire
|ssdmg=3% (lightning), 7% (fire)
|ssdmg=3% (lightning), 7% (fire)
|ssdesc=Thrusts both of his hands forward to release a [[wikibound:PK Fire|lightning bolt-shaped PSI projectile]] from his hands. Unlike Ness' PK Fire, Lucas' PK Fire results in a brief, fiery explosion of PSI energy that launches the opponent forwards, rather than a long-lasting pillar of fiery PSI energy. It is further differentiated from Ness' PK Fire in that it flies straight ahead regardless of whether it is performed on the ground or in the air, as well as causing a minimal amount of recoil both on the ground and in the air, making it more effective as a spacing and horizontal recovery tool than Ness' PK Fire.
|ssdesc=Thrusts both of his hands forward to release a [[wikibound:PK Fire|lightning bolt-shaped PSI projectile]] from his hands. Unlike Ness' PK Fire, Lucas' version results in a brief, fiery explosion of PSI energy that launches the opponent away, rather than a long-lasting pillar of fiery PSI energy. It is further differentiated from Ness' version in that it flies straight ahead regardless of whether it is used on the ground or in the air, as well as causing a minimal amount of recoil both on the ground and in the air, making it more effective as a spacing and horizontal recovery tool than Ness' PK Fire.
|usname=PK Thunder
|usname=PK Thunder
|usdmg=2.5% (projectile head), 0.8% (projectile tail, rapid hits), 8% (PKT2 initial), 2% (PKT2 rapid hits 1-5), 1.5% (PKT2 rapid hits 6-10), 10% (PKT2 last)
|usdmg=2.5% (projectile head), 0.8% (projectile tail, rapid hits), 8% (PKT2 initial), 2% (PKT2 rapid hits 1-5), 1.5% (PKT2 rapid hits 6-10), 10% (PKT2 last)
|usdesc=Emits a [[wikibound:PK Thunder|streaming, electrical ball of thunder]] from his head. It can be directed into Lucas to launch him at a high speed. It doesn't disappear after hitting an opponent and instead hits multiple times, giving it damage-racking and gimping potential. This effect also applies PK Thunder 2, with Lucas hitting an opponent multiple times upon colliding with them before launching the opponent with high knockback. Deals immense damage if all of PK Thunder 2's hits connect, making it one of the most damaging up specials in the game. It is also a versatile [[recovering]] option if the projectile collides with Lucas, as it covers great distance while being hard to properly counter itself due to its multi-hitting and intangible properties.
|usdesc=Emits a [[wikibound:PK Thunder|streaming, electrical PSI projectile]] from his head. It can be directed into Lucas to launch him at a high speed. It doesn't disappear after hitting an opponent and instead hits multiple times, giving it damage racking and gimping potential. This effect also applies PK Thunder 2, with Lucas hitting an opponent multiple times upon colliding with them. Deals immense damage if all of PK Thunder 2's hits connect, making it one of the most damaging up specials in the game. It is also a versatile recovery option if used correctly, as it covers great distance while being hard to properly counter itself due to its multi-hit and intangible properties.
|dsname=PSI Magnet
|dsname=PSI Magnet
|dsdmg=8% (ending), heals 2× the damage of absorbed projectiles (maximum 30%)
|dsdmg=8% (ending), heals 2× the damage of absorbed projectiles (maximum 30%)
|dsdesc=Thrusts his arm forward to emit a [[wikibound:PSI Magnet|glowing orb of PSI energy]] around his outstretched hand, which comes out quicker and absorbs more damage than Ness' variant. If absorbing energy-based projectiles, it will heal him. When a projectile hits him from behind, Lucas will turn around and heal from it, but not as consistently as in ''Brawl''. It also has offensive utility, due to it being safe on shield, dealing damage and launching at a [[semi-spike]] against opponents inside of it when it dissipates. The move now has a windbox that drags in opponents near it.
|dsdesc=Thrusts his arm forward to emit a [[wikibound:PSI Magnet|glowing orb of PSI energy]] around his outstretched hand, which comes out quicker and absorbs more damage than Ness' variant. Any energy-based projectiles it absorbs will heal him. When a projectile hits him from behind, Lucas will turn around and heal from it, but not as consistently as in ''Brawl''. It can also be used offensively, due to it being safe on shield, dealing damage and having a [[semi-spike]] knockback to opponents inside of it when it dissipates. The move now has a windbox that drags in opponents near it.
|fsname=PK Starstorm
|fsname=PK Starstorm
|fsdmg=6.5% (per hit)
|fsdmg=6.5% (per hit)
|fsdesc=[[Boney]] and [[Kumatora]] join Lucas, who summons [[wikibound:PK Starstorm|a shower of falling stars]] that fly towards the center of the stage, damaging opponents in range. The trajectory of the meteors can be angled left and right. Unique to Lucas' version of PK Starstorm, the range of the meteors can also be adjusted. Tilting the stick up causes the meteors to spread out near the top of the screen (this will allow the meteors to hit opponents closer to the upper blast line, but will miss any who are grounded); tilting down causes the meteors to slightly angle outwards as they fall towards the stage (if done from the center of Final Destination, the meteors will cover almost the entirety). Overall, it has far more control than Ness' PK Starstorm.}}
|fsdesc=[[Boney]] and [[Kumatora]] join Lucas, who summons [[wikibound:PK Starstorm|a shower of falling stars]] that fly towards the center of the stage, damaging opponents in range. The trajectory of the meteors can be angled left and right. Unique to Lucas' version of PK Starstorm, the range of the meteors can also be adjusted. Tilting the stick up causes the meteors to spread out near the top of the screen (this will allow the meteors to hit opponents closer to the upper blast line, but will miss any who are grounded); tilting down causes the meteors to slightly angle outwards as they fall towards the stage (if done from the center of Final Destination, the meteors will cover almost the entirety). Overall, it has far more control than Ness's version.}}


===Stats===
===Stats===
{{Attributes
{{Attributes
| cast=89
| cast=89
Line 193: Line 191:
| fall=1.37 | rfall=70
| fall=1.37 | rfall=70
| ff=2.192 | rff=70
| ff=2.192 | rff=70
| jumpsquat=3 | rjumpsquat=1-88
| jumpsquat=3 | rjumpsquat=2-89
| jumpheight=29.41 | rjumpheight=73
| jumpheight=29.41 | rjumpheight=73
| shorthop=13 | rshorthop=78-80
| shorthop=13 | rshorthop=78-80
Line 214: Line 212:
===[[Taunt]]s===
===[[Taunt]]s===
*'''Up taunt''': Trips, falls on his bottom, shakes his head, and gets back up.
*'''Up taunt''': Trips, falls on his bottom, shakes his head, and gets back up.
*'''Side taunt''': Duster's Rope Snake comes out of Lucas' hand and has a brief conversation with him, as Lucas shrugs at it.
*'''Side taunt''': Duster's Rope Snake comes out of Lucas's hand and has a brief conversation with him, as Lucas shrugs at it.
*'''Down taunt''': Angrily positions his right hand up to his forehead and grunts while generating small bursts of PSI energy from his index and middle fingers, then swings his hand down to emit a trail of PSI energy.
*'''Down taunt''': Angrily positions his right hand up to his forehead and grunts while generating small bursts of PSI energy from his index and middle fingers, then swings his hand down to emit a trail of PSI energy.
<gallery>
<gallery>
Line 224: Line 222:
===[[Idle pose]]s===
===[[Idle pose]]s===
*Taps the toes of his shoes on the ground.
*Taps the toes of his shoes on the ground.
*Closes his eyes, holds a single finger to his forehead, concentrating his PSI, and then swings his arm outward.
*Holds one finger to his forehead, and then swings his arm outward.
<gallery>
<gallery>
SSBULucasIdle1.gif|Lucas' first idle pose.
SSBULucasIdle1.gif|Lucas' first idle pose.
Line 269: Line 267:
===[[Victory pose]]s===
===[[Victory pose]]s===
*'''Left:''' Forcefully pulls one of the Seven Needles out of the ground, sending it flying off-screen while Lucas looks toward the screen in a battle-ready pose.
*'''Left:''' Forcefully pulls one of the Seven Needles out of the ground, sending it flying off-screen while Lucas looks toward the screen in a battle-ready pose.
*'''Up:''' With his back toward the screen, he crouches while poking at something on the ground with a large stick. After the camera zooms in, he then turns his head around to face the screen, questionably saying "Huh?" while briefly sporting a surprised expression, then smiles.
*'''Up:''' With his back toward the screen, he crouches while poking at something on the ground with a large stick. After the camera zooms in, he then turns his head around to face the screen and says "Huh?" while briefly sporting a surprised expression.
*'''Right:''' Bends down on a single knee and waves his right arm in front of himself while releasing blasts of PSI energy from his index and middle fingers.
*'''Right:''' Bends down on one knee and waves his right arm in front of himself while releasing blasts of PSI energy from his index and middle fingers.
[[File:EarthboundSeriesVictoryThemeUltimate.ogg|thumb|A flourished combination of the final two out of the Eight Melodies in ''Mother / EarthBound Beginnings''.]]
[[File:EarthboundSeriesVictoryThemeUltimate.ogg|thumb|A flourished combination of the final two out of the Eight Melodies in ''Mother / EarthBound Beginnings''.]]
<gallery>
<gallery>
Line 290: Line 288:


===Tier placement and history===
===Tier placement and history===
Initial opinions within Lucas were somewhat negative. Likely due to his high learning curve and being outclassed by other characters with a similar archetype, Lucas' representation has been somewhat below-average throughout most of the competitive lifespan. This is further compounded with the nerfs he received during the transition from ''Smash 4'', especially those to his guaranteed KO setups (from down throw, footstools and locks) he performed in the previous game, as well as his learning curve being slightly higher than before. To make things worse, all of Lucas' players from ''SSB4'' have dropped him in favor of switching to other characters and has a significantly smaller playerbase.
Likely due to his high learning curve and being outclassed by other characters with a similar archetype, Lucas's representation has been somewhat below average throughout most of the competitive lifespan. Although he has seen notable representation at a regional level thanks to the likes of {{Sm|Mekos}} and {{Sm|WhYYZ}}, his results at a major level were notably more scarce, although they have since been improving in the post-online metagame thanks to the efforts of players such as {{Sm|ChocoTaco}}, {{Sm|Nitox}}. and {{Sm|Regalo}}. As a result, most players consider Lucas to be in the mid-tier, which is reflected in Lucas's placement in the current tier list, where he is ranked 61st as the highest character in the C- tier.
 
Even with the smaller playerbase, dedicated Lucas players such as {{Sm|Mekos}} and {{Sm|WhYYZ}} have achieved respectable results in regionals. On a larger scale, {{Sm|ChocoTaco}}, {{Sm|Nitox}}. and {{Sm|Regalo}}, have all seen respectable major placements, with the latter two most notably placing 9th at two separate supermajors in 2022, marking Lucas' best results yet. However, Lucas' results overall, especially at a major level, remain rather scarce, and his overall representation in the metagame have remained below-average. As a result, Lucas is widely considered a solid mid-tier, which is reflected in Lucas' current ranking in the current tier list, where he is ranked 58th as the second-highest low mid-tier.


=={{SSBU|Classic Mode}}: Magic, Sacred Powers, and PSI!==
=={{SSBU|Classic Mode}}: Magic, Sacred Powers, and PSI!==
Line 565: Line 561:
*Despite also specializing in supernatural powers, {{SSBU|Zelda}} does not appear in Lucas' Classic Mode route.
*Despite also specializing in supernatural powers, {{SSBU|Zelda}} does not appear in Lucas' Classic Mode route.
*Lucas and the {{SSBU|Ice Climbers}} are the only fighters that use sprites for their default fighter spirits.
*Lucas and the {{SSBU|Ice Climbers}} are the only fighters that use sprites for their default fighter spirits.
*Lucas, [[Dark Pit]], [[Wii Fit Trainer]], and [[Kazuya]] are the only playable characters in ''Ultimate'' that do not appear in a [[Nintendo Switch]] game outside of ''Ultimate''.


{{SSBUCharacters}}
{{SSBUCharacters}}

Latest revision as of 19:50, April 20, 2024

This article is about Lucas' appearance in Super Smash Bros. Ultimate. For the character in other contexts, see Lucas.
Lucas
in Super Smash Bros. Ultimate
Lucas SSBU.png
EarthboundSymbol.svg
Universe EarthBound
Other playable appearances in Brawl
in SSB4

Availability Unlockable
Final Smash PK Starstorm
Tier C- (61)
LucasHeadSSBU.png

Lucas (リュカ, Lucas) is a playable character in Super Smash Bros. Ultimate. He was revealed along with fellow EarthBound fighter Ness and all other veterans on June 12th, 2018 and is classified as Fighter #37.

As in Super Smash Bros. 4, Lani Minella's portrayal of Lucas from Super Smash Bros. Brawl was repurposed for Ultimate.

Lucas is ranked 61st out of 82 on the current tier list, placing him at the top of the C- tier. This is a sizable drop from his 28th/29th out of 54 placement in Smash 4, where he was tied with Ness.

How to unlock[edit]

Complete one of the following:

Lucas must then be defeated on New Pork City (the Ω form is used in World of Light).

Attributes[edit]

Being a pseudo-clone of Ness, Lucas shares attributes with him in terms of special moves. However, the two are very different from each other in gameplay. Lucas is a middleweight that has slow walking speed, average dashing speed and gravity, fast air speed, and below-average falling speed. He makes up for his lack of ground mobility with the speed of his attacks, with many possessing low lag, allowing him to rack up damage quickly and safely, while he also boasts a large number of high-damaging and powerful attacks that can KO at early percents.

Arguably Lucas's greatest strength is his extremely dangerous edgeguarding game, which is among the greatest in Ultimate, and allows him to easily KO off-stage opponents at unusually early %. PK Freeze freezes opponents and now launches opponents horizontally with powerful knockback, enabling it to KO off-stage opponents at ludicrously low % and making it one of his most infamous edge-guarding techniques. Its incredibly large hitbox makes it an excellent 2-frame punish tool, can be used to punish rolls or techs, and can also be used as a deadly stage spike and ledgetrapping option. PK Fire can be used to snipe offstage opponents for a KO. The orb of PK-Thunder has very high base knockback and hitstun making it extremely useful for dragging the opponent to the blastline, stage spiking them, and sending off-stage opponents far enough from the stage to completely prevent them from recovering. PK Thunder is especially effective against characters with poor horizontal recoveries, who rely on tether recoveries or characters who recover from below, and Lucas can nearly effortlessly gimp them at awkwardly early percents (as low as 0%), while he remains almost completely safely on-stage. PSI Magnet contains a windbox at the start-up of the move that will pull opponents closer to Lucas, in the air, the strength of the windbox scales based on the opponents percentage, which can be useful for setting up an edge-guard situation or even outright gimping opponents. The move's semi-spike hitbox can KO off-stage opponents at reasonable percentages or put them in a bad position off-stage. Alongside his special moves, Lucas has some of the strongest smash attacks that are also excellent at edgeguarding and KOing, especially his down smash; the first hit is among the most powerful in the game and can KO under 60% at the ledge. Similarily to PK Freeze, it has an extremely large hitbox and a long duration that make it an incredibly deadly tool for 2-frame punishes, and ledgetrapping, while it can successfully catch opponents under certain stages and punish rolling or teching opponents. Also, a reverse down smash can potentially stage spike opponents at the edge, and all 3 hits can even sometimes land if the opponents don't tech the individual hits successfully. Lucas's forward smash is a strong and quick smash attack that can efficiently KO opponents who recklessly air dodge towards the stage. Lucas's up smash is among the absolute strongest and has invincibility on frames 1-7, which allows it to punish ledge attacks with proper timing (although it is situational), and can catch some characters hanging on the edge (although it doesn't work on about half of the cast). Lucas's back and forward throws are strong (with the former being among the strongest) and can force edgeguarding situations and KO at high percentages at the ledge. Lucas also possesses two meteor smash aerials, his back and down aerials, while his forward aerial deals strong knockback and is a reliable KOing option. Overall, Lucas has one of the best 2-frame punish abilities in Ultimate, with his PK Freeze, down smash, forward tilt, dash attack, and down tilt being very efficient (especially the former three), while forward tilt and dash attack are surprisingly powerful for attacks of their type.

Alongside his great edgeguarding potential, Lucas' recovery is among the longest and most flexible in the game, thanks to his Zair tether recovery, his long directional air dodge, and his long-distanced PK Thunder 2. His PK Thunder travels in a tighter arc than Ness' and doesn't disappear when hitting an enemy, unlike the latter, while his PK Thunder 2 sends him a much greater distance, allowing him to safely go far off to the sides or far below the stage to edge-guard his opponents and quickly recover on-stage after efficiently edgeguarding or gimping them. Additionally, if he bumps into part of the stage or a wall, he can use his PK Thunder a second time for a limited time, making his recovery even longer overall. However, it can still be exploited by some characters, as it is rather slow overall and his PK Thunder can be absorbed or reflected by some characters, while projectiles can disrupt it efficiently. His PK Thunder 2 also can occasionally have some angling issues, and has long ending lag, making Lucas vulnerable to gimps and punishes by some characters.

Another one of Lucas's greatest strengths lies in his excellent comboing capabilities. Thanks to his ability to loop his moves into each other fairly easily, Lucas's combo game is incredibly dangerous and can be heavily mixed-up. At low to mid percents, neutral air combos into itself, which was mostly popularized by Remi, and all of his aerials, being one of his best combo starters. His forward air also has the ability to chain into itself at low percents. Because Lucas can cancel his jump by using an technique called "double jump cancel zair", the tether grab can combo into itself across the entire stage and can lead to potentially unavoidable and heavily damaging combos, as well as dangerous edgeguarding situations. Up air can also combo into itself multiple times; when utilized alongside platforms for assistance, it can potentially rack up to 70%. Down tilt is fast enough to be able to loop into itself, jab, forward tilt, forward air, a grab or even forward smash, especially against fast-fallers like Fox or Greninja and large characters like Bowser. Because of changes in the engine from SSB4 to Ultimate, grounded spikes cannot be teched. This gives Lucas the ability to loop down air into itself and finish the opponents off with forward smash, down smash, forward air, or another off-stage down air if used close enough to the edge. Lastly, aerial spikes aren't techable if they reach a certain knockback this causes back aerial to loop into itself and his other aerials as well at around 60%, and can even lead to an off-stage meteor smash KO when used close enough to the ledge, even though this is more niche and harder to pull off as all the other loops. To compliment his great combo potential, Lucas has many reliable combo finishers; most notably, his powerful and quick forward smash, as well as his exceedingly powerful down smash, are extremely useful for ending jab lock combos as well as down aerial loops.

Lucas also possesses some strong ground moves, primarily down tilt and forward tilt are worth noticing. Down tilt doesn't have a lot of range but it makes up for it by being just as fast as R.O.B.'s down tilt and only being 1 frame laggier. Combined with the fact that the close hitbox can combo into jab, forward tilt, forward air, and (at high percents or against fast-fallers) a grab, it's definitely a grounded move to respect. Forward tilt is a strong disjointed poking tool that when angled up can anti air a plethora of moves. It can also easily 2-frame recoveries when angled down. It's also extremely safe on shield and can only be punished by Link's Spin Attack from out of shield. Up tilt is also used to pop opponents out of the air similar to forward tilt but can combo into up air if they are around 30%. Tap jump is advised in order to do so as that's the only way to bypass the short hop macro. Jab is a useful "get off me" and combo tool, but overall outclassed by down tilt's frame data and utility. Dash attack comes out fairly slow, and slows Lucas' ground speed while executing it. However, its hitbox is pretty large and can 2-frame or hit an opponent on the edge. Unlike most dash attacks, it can function as a reasonably strong KO option, as its sweetspot is strong enough to KO Mario at 105% at the edge. In comparison, its sourspot is much weaker, yet dash attack's decent interruptbility and its sourspot's higher launching angle make it serviceable for setting up aerial pressure. While his forward smash is not nearly as strong as his other smash attacks in terms of range and knockback, it makes up for it by being his fastest smash attack, while still being powerful; this move also has the ability to reflect projectiles and is a great combo finisher. Lastly, forward smash also has a tipper hitbox that KOs a lot earlier. Down smash has Lucas strike the ground three times in front of him; each hit getting progressively larger, but also getting progressively weaker (with the first hit of the move being one of the strongest down smashes in the game). The move is incredibly useful for ending jab lock combos, ledgetrapping and 2-frame punishes. It also has a large hitbox that enables it to catch opponents directly below certain stages, thus being one of his best KOing moves. His up smash has invincibility on frame 1-7 (also avoiding grabs) which therefore allows it to be used as a situational counter-attack tool. It also has extremely high knockback that can KO reliably at low percentages. However, the start-up and recovery is extremely high thus making it a "high risk, high reward" read and punish option. Alongside his forward and back throws, his up throw is also among the strongest and can KO reliably at high percentages.

Outside of edgeguarding, Lucas has very versatile special moves, PK Freeze has great maneuverability and can be a useful pressuring and anti-air attack. PK Fire sends a fiery bolt straight forward which explodes on contact. It doesn't explode on shields however. It's a decent spacing tool that deals moderate knockback and can sometimes be used as a combo extender. PK Thunder does not disappear upon hitting an opponent like Ness's but instead the tail hits multiple times. This, coupled with its very high hitstun, makes it possible to combo into itself and is a great damage-racking and shield poking tool. It does disappear when it collides with a hard platform or wall. It also disappears when an opponent hits Lucas while he is doing the attack. PK Thunder 2, while lacking the early KO potential of Ness's, deals an extreme amount of damage and is also strong enough to KO at the top blast line at reasonably low percents. PSI Magnet absorbs energy based projectiles. The amount of damage it heals depends on the projectile's power as it heals 1.66x more as the projectile capping at 30%. This makes the move useful for improving Lucas' survivability and to discourage projectile camping from characters with energy projectiles. If projectiles are absorbed while grounded, the end lag after the absorption can be cancelled on the same frame as the absorption with a jump, dodge, or spot dodge, improving the move's safety on the ground. The move also has a semi-spike hitbox upon releasing the special button. Said hitbox is also one of the safest non projectile moves on shield in the game (being +0 on block), and can lead into some combos at low percentages (PSI Magnet into dash attack or grab aerial being some examples). Finally, Lucas has strong wavebouncing abilities, as each of his special moves (except for PK Thunder) gives him a significant recoil which can be very useful for mindgames.

However, Lucas is not without his drawbacks. While he has a powerful pressuring game and can force opponents in a disadvantage state fairly easily, Lucas, himself, has almost non-existent anti-pressuring options, thus, his biggest flaw is his horrible defensive game. Because grabs out of shield have an additional 4 frames of start-up in Ultimate and Lucas lacks a fast grab, up special and up smash, while none of his aerials hit before frame 7, his out of shield game is among the worst in the cast. Additionally, because his overall grounded mobility is average at best, and some of his attacks have rather short range, Lucas primarily struggles with rushdowns, as he can find it difficult to keep out the opponent with forward air and forward tilt, especially if the opponent has superior range and priority than Lucas. He also struggles when put high above his opponents, as he doesn't have a good hitbox under him to force landings and being floaty makes him extremely susceptible to getting juggled, while Lucas is nearly incapable of escaping juggles against characters with great juggling abilities (such as Mario) due to him lacking a useful combo-breaking move. As such, Lucas overall has a terrible disadvantage state and one single mistake can potentially cause him the loss of a stock rather quickly.

Outside of his lack of defensive options, despite Lucas having a solid neutral game thanks to his strong zoning options in his PK Fire, his forward aerial and his Zair, he is otherwise over-reliant on those aforementioned moves to force approaches, which leads to his approach becoming predictable and leaving him with few reliable options, especially against fast characters and characters with even longer and more disjointed attacks, as most of his other attacks suffer from relatively short range despite being disjointed, which can result in him getting overwhelmed by many of those characters and forcing him to rely on his overused zoning options and his underwhelming out of shield options. Also, Lucas notably struggles against characters without energy-based projectiles (most notably Link), as he cannot make use of his PSI Magnet to heal himself against them, and although he has a reflector in his forward smash, it cannot be used in the air, severely hindering his neutral game, while Lucas is virtually unable to successfully approach without getting hit by a single projectile, while his own PK Fire is too laggy and short-ranged to be useful in camping in those matchups, preventing him of winning any projectile wars against characters without energy-based projectiles.

Despite his powerful throws, Lucas's grab game has its issues. Despite having decent range, his grab is slow and is easily punishable, while his throws have little utility outside of edgeguarding and KOing. His down throw, in particular, which has been severely nerfed from SSB4, is completely unreliable at setting up follow-ups above low percentages, while it is by far his weakest throw and cannot KO reliably at realistic percentages. Additionally, his DJCZ, while extremely dangerous when mastered, requires perfect timing as to correctly chain it. As such, Lucas' combo game, while extremely deadly, is very hard to master and thus requires good reads and additional high execution in order to get high damage started, and gives him a relatively high learning curve.

In the end, Lucas is gifted with an extremely versatile moveset, with one of the best edgeguarding games in the game, some of the most powerful smash attacks and throws, a long and flexible recovery and great comboing and pressuring tools, Lucas has an excellent advantage state and can rack up damage very easily with his highly-damaging combo strings or with his high-damaging and powerful moves, while he usually does not have much trouble KOing opponents at early percents either with edgeguarding or with his powerful smash attacks. Lucas fits best into the mix-up type. He has useful zoning options and he can be effective when controlling foes' space and options thanks to his PK Fire, quick disjointed normals, and Rope Snake. However, he can be a formidable foe at close-ranged combat thanks to his amazing comboing and KOing ability, along with his great aerial game. Lucas players must take advantage of his deadly edgeguarding tools by forcing his opponent off-stage with his powerful throws, with many of his aerials, his smash attacks and his special moves being powerful enough to gimp or KO his opponent at exceedingly early percents. However, they must be careful in approaching because his zoning options can quickly become predictable, and he can quickly become overwhelmed by his opponents if he is not careful enough, as his decidely average mobility and underwhelming defensive game can easily be exploited due to his almost non-existent out of shield options, while his floatiness and lack of a reliable hitbox under him can make him very vulnerable to juggles. As a result of this, Lucas is especially vulnerable against characters with superior mobility and longer disjointed range (such as Shulk or Zero Suit Samus), superior zoning abilities (most notably Link) or great recoveries that are difficult to edgeguard (such as Peach), and has an extremely high learning curve.

Changes from Super Smash Bros. 4[edit]

Lucas has received a mix of buffs and nerfs in the transition from SSB4 to Ultimate; although he received much more buffs, it's hard to determine whether he has been buffed or nerfed overall. Some of Lucas's biggest strengths from the previous game have been noticeably nerfed, but his moveset as a whole is much more consistent.

Lucas has received comparatively few nerfs, though most of them have been heavy. The most notable of these nerfs is to his down throw, which has more knockback and ending lag; which significantly hinders his previously guaranteed combos past low percentages, no longer having access to semi-guaranteed KO set-ups (into back aerial at the edge, or to up aerial at high percentages). The universally techable footstools and changes to locking have also drastically neutered the more intrincate setups his down throw had. Overall, Lucas no longer has access to guaranteed high damage from his throws, and his footstool-based combos are much less useful unless the opponent isn't able to tech in time. Aside from these nerfs, PK Thunder 2 now has halted momentum at the end of its animation, which shortens his recovery. Lucas also has a slightly harder time landing due to PSI Magnet no longer halting his momentum in the air.

In spite of these nerfs, Lucas has predominantly received many more significant buffs. His frame data and damage output have all been strengthened as a whole, which has made his attacks generally safer (especially if sweetspotted, due to their electric effect). Lucas's approach and aerial game are much more effective, as his forward, back and up aerials all are now capable of autocanceling from a short hop, the former is a much more viable move for KOing, and the latter's hitbox now matches its animation more correctly. His grab aerial can now be double-jump canceled as well, which now gives him an additional option for approaching as well as retreating and can be chained into itself repeatedly or forward air, giving it great combo ability. Down aerial can now loop into itself at mid to high percentages, and can now set up kill confirms (most notably forward and down smash, and forward air), and the inability to tech grounded meteor smashes benefits his back aerial, which can also loop into itself and his other aerials. Thanks to these buffs, the aforementioned nerfs to his combo game have been somewhat compensated, with the latter and his mix-up options still being extremely effective in his metagame.

Lucas' grounded game has also seen several noteworthy improvements. Forward tilt has more range and power, up and down tilts have more combo ability, sweetspotted forward smash is more powerful, up smash has significantly increased power and now renders him invincible for longer, and down smash can now once again hit opponents multiple times. Lucas's special moves have all been improved as well; in particular, PK Freeze no longer makes Lucas helpless, can travel through soft and semi-soft platforms, follows the ground on contact with hard platforms, sends at a lower angle that gives it fearsome edgeguarding potential, and leaves opponents frozen for a much longer period of time at higher percentages. PK Fire also sends at a lower angle and has more knockback, making it a more impactful projectile when it connects; PK Thunder travels faster and is an even better edgeguarding and gimping tool; and PSI Magnet absorbs and recovers faster. Thanks to the significant power buffs to most of his already powerful finishers, along with his drastically better edgeguarding game, Lucas' punish game is considerably more varied and less specialized overall.

Aside from the changes to footstooling and locking, some of the universal changes made to Ultimate's engine have significantly benefitted Lucas overall. Like with most other veterans, his previously lacking mobility is somewhat better thanks to his faster dashing and air speeds; combined with his improved aerials and PK Fire, this gives him a significantly more useful neutral game. The increased shieldstun further improves the safety of Lucas' attacks on shield, especially if they're sweetspotted. Thanks to the changes to air dodges and the return of directional air dodges, Lucas has another option to mix up his recovery, furthermore, like Ness, Lucas's directional air dodge travels farther than other characters. Adding to this, because characters can only air dodge once before landing or getting hit, when combined with a retooled PK Freeze, Lucas's edgeguarding game is much more lethal than before. On the other hand, the ability to air dodge once before landing or getting hit has further worsened his ability to land.

Altogether, Lucas is a less polarized character than in Smash 4. He no longer has access to KO setups from his down throw and his footstool and locking-based combos are less effective, but many of his most glaring weaknesses were notably improved, some of his less potent moves became much stronger, the significant buffs to his edgeguarding game and his much more powerful and damaging finishers have significantly improved his KOing ability, and the changes to the game's pace have provided more flexibility for him, granting him far options than he had in Smash 4. As a result of this, Lucas has a relatively higher learning curve, and now plays better with a mix-up playstyle. However, given the various buffs to other returning veterans, and the introduction of DLC characters that Lucas struggles against, it's generally agreed that his buffs were not significant enough to improve Lucas, and he is worse relative to the cast than he was in Smash 4.

Aesthetics[edit]

  • Change As with other previous downloadable fighters in SSB4, Lucas' appearance is largely unchanged, although his model features a more subdued color scheme due to the aesthetic used in Ultimate. Details on his clothes and weapons are more prominent, such as the stitching on his socks. Additionally, his hair is more defined, and his skin tone is slightly tanned.
  • Change Lucas faces the foreground at an angle, instead of facing directly forward. In addition, he always faces the screen regardless of which direction he turns, causing all of his animations to be mirrored while altering some. However, he reverts to Ness' previous idle animation while holding a small item.
  • Change Lucas has a new idle pose where he points to his forehead with his eyes closed with his leading hand and then waves it in front of him. It replaces the animation of Lucas waving his fists in front of him.
  • Change Lucas is more expressive: his eyes are now more prominent when using his attacks, as well as his new facial features when hit.
  • Change Lucas' PSI graphic effects have been changed: they are now dominantly light blue instead of magenta, closely resembling the colors of PK Love in Mother 3.
  • Change Lucas' left-inputted victory pose now has a light glow from where the Needle is pulled, as well as glittery particle effects coming from its trail. Lucas also strikes a different pose.
  • Change Lucas has a new victory theme; it is an arrangement of the last two out of the Eight Melodies from EarthBound Beginnings.
  • Change As with all previous downloadable fighters in SSB4, Lucas now has a unique Palutena's Guidance conversation.

Attributes[edit]

  • Buff Like all characters, Lucas' jumpsquat animation takes three frames to complete (down from 5).
  • Buff Lucas walks slightly faster (0.82 → 0.893).
  • Buff Lucas dashes faster (1.5 → 1.65).
    • Buff Lucas's initial dash is significantly faster (1.3 → 1.815).
  • Buff Lucas' air speed is slightly faster (1.1 → 1.155).
  • Buff Lucas' double jump grants much more height (34.48 → 44.13), increasing the height of his maximum jumping height (63.89 → 73.54).
  • Buff Forward roll has less ending lag (FAF 30 → 29).
  • Nerf Forward roll grants less intangibility (frames 4-17 → 4-15).
  • Nerf Back roll has more startup with less intangibility (frames 4-17 → 5-16) and more ending lag (FAF 30 → 34).
  • Buff Spot dodge has less ending lag (FAF 27 → 25).
  • Nerf Spot dodge grants less intangibility (frames 3-18 → 3-17).
  • Nerf Air dodge has significantly more ending lag (FAF 33 → 56).
  • Buff Air dodge grants more intangibility (3-28 → 3-30).
  • Buff The reintroduction of directional air dodges benefits Lucas more than the rest of the cast, as his directional air dodge grants more distance compared to other characters' (a trait he shares with Ness), and it provides him with a reliable recovery mixup to avoid leaving himself vulnerable by using PK Thunder.
  • Nerf Because footstools can now be teched, Lucas' "down throw/up aerial into footstool" combo game has been removed.

Ground attacks[edit]

  • Neutral attack:
    • Change All three hits of Lucas' neutral attack have more hitlag (1.0/1.0/1.0 → 1.7/1.8/2.0).
    • Buff Neutral attack's second hit can be interrupted sooner, improving its potential for mix-ups.
    • Nerf Hits 2 and 3 deal slightly less damage (2.0% (hit 2)/4.0% (hit 3) → 1.5%/3.5%), with compensation on the third hit's base knockback (60 → 64).
    • Nerf All hits have a lower duration (2-4 (hit 1)/3-5 (hit 2)/6-8 (hit 3) → 2/3/6-7).
    • Nerf Hits 1 and 2 have significantly smaller hitboxes, greatly reducing their range (jab 1: 2.8u/2.8u/3.5u → 1.4u/1.6u/1.8u/1.6u/1.8u, jab 2: 3.2u/3.2u/4.2u → 2.0u/2.2u/3.0u.
    • Change The third hit has altered sizes on their hitboxes and one less hitbox (3.0u/3.0u/5.0u → 4.0u/5.0u). The hitboxes are now placed independently from Lucas's body. Overall, this reduces its range.
    • Buff The third hit launches at a lower angle (48 → 361) and the two first hits now use the Sakurai angle alongside a 180 tipper on the first hit, allowing both to lock.
  • Dash attack:
    • Buff Dash attack has less startup (frame 15 → 13) and less ending lag (FAF 40 → 38).
    • Buff Dash attack has a longer hitbox duration (frames 15-16 → 13-17).
    • Buff Dash attack has increased knockback scaling (70 → 81), increasing its KO power.
  • Forward tilt:
    • Buff Sweetspotted forward tilt deals more base knockback (30 → 55) and knockback scaling (75 → 80), increasing its KO power.
      • Buff The sweetspot also has a bigger hitbox during the first 2 active frames (4.7u → 5.6u).
  • Up tilt:
    • Buff Up tilt has less ending lag (FAF 37 → 34).
    • Change Up tilt now uses the electric effect.
  • Down tilt:
    • Buff Down tilt deals more damage (3% → 5%).
    • Buff Down tilt's close hit has more vertical angle (76° → 84°), allowing more consistent follow-ups.
    • Buff Down tilt has increased base knockback (18/8 → 20/10) and combined with its higher damage, makes it easier to combo at lower percents.
    • Nerf Down tilt has an altered animation and its far hit was removed, lowering its vertical range.
  • Forward smash:
    • Buff Forward smash has slightly less ending lag (FAF 47 → 46).
    • Buff Sweetspotted forward smash has higher knockback scaling (88 → 91).
    • Nerf The reflector activates later with a shorter duration (frame 10-19 → 11-19).
  • Up smash:
    • Change Up smash's hitboxes are handled differently. The new hitbox positions jitter a bit more without affecting the total reach of the move.
    • Buff All of the second hit's hitboxes deal 2% more damage (19/18/16/14/12% → 21/20/18/16/14%) without compensation on their knockback , increasing their KO power.
    • Nerf The hitboxes in the second hit are all smaller (12u/11u/10u/8u/6.5u → 11u/10u/9u/6u).
    • Buff Up smash has more active frames (frames 30-53 → frames 30-55) due to having an additional hitbox.
    • Buff Up smash has more invincibility during startup (frames 1-4 → 1-7).
  • Down smash:
    • Change Lucas now bends his elbow after each shot of down smash, and his fingers are more pronounced throughout.
    • Buff All hits of down smash have increased active frames (2 → 3 frames).
    • Buff The three hits of Lucas's down smash now reset between hits, allowing it to hit opponents or shields multiple times.
      • Nerf The individual hits of down smash deal significantly less shield damage to compensate (0/0/0 → -10/-8/-6).

Aerial attacks[edit]

  • Buff All aerials except grab aerial have less landing lag (13 frames → 12 (neutral), 12 → 7 (forward), 15 → 9 (back), 12 → 7 (up), 24 → 16 (down)).
  • Neutral aerial:
    • Buff Neutral aerial has much larger hitboxes (5.3u (loop)/8u (last) → 6.9u/10.2u).
    • Buff Neutral aerial is harder to SDI out of, despite retaining its 2x modifier, as its hitlag has been reduced (1 → 0.44).
    • Nerf The looping hitbox has fewer active frames (frames 7-23 → 7-21), consequently reduces the maximum number of hits to 4, reducing its total damage (12% → 10%).
    • Nerf Neutral aerial now sends opponents behind or in front of Lucas depending on which part of the hitbox hits the last hit. This makes it more difficult to guarantee combos with.
      • Buff Although this grants it followups with back aerial which it didn't have before.
    • Change Lucas appears furious during the ending hitbox rather than looking scared.
  • Forward aerial:
    • Buff Forward aerial auto-cancels earlier (frame 38 → 34), re-enabling it to auto-cancel out of a short hop.
    • Buff Forward aerial's sweetspot deals more damage (11.5% → 12.5%), launches at lower angle (46° → 42°), and has increased knockback scaling (97 → 103), significantly improving its KO potential.
  • Back aerial:
    • Buff Back aerial auto-cancels earlier (frame 39 → 34), enabling it to auto-cancel out of a short hop.
    • Buff Back aerial has more active frames (frames 15-20 → 15-22), giving it additional vertical range below Lucas and allowing it to hit small targets.
      • Nerf The sweetspot for aerial opponents has a shorter duration (15-20 → 15-19).
    • Change Back aerial can now spike grounded opponents. While this benefits from opponents' inability to tech grounded spikes, this hinders its ability to send grounded opponents offstage from behind him.
  • Up aerial:
    • Buff Up aerial auto-cancels earlier (frame 38 → 34), re-enabling it to auto-cancel out of a short hop.
    • Buff Its hitbox is now attached to Lucas's head. This removes its blindspot and increases its range.
      • Buff The main hitbox is now extended and an extra hitbox is added behind him on frames 8-10, giving the move a noticeable disjoint behind Lucas.
      • Change A motion trail has been added above Lucas's head to indicate the hitbox's new pattern.
    • Buff It has much less ending lag (FAF 46 → 32).
    • Buff It has increased active frames (frames 7-9 → 7-10), giving it additional horizontal range, and improving its juggling potential.
    • Nerf It deals less damage (13% → 11%) without full compensation on its base knockback (10 → 20), giving it less KO power.
      • Buff However, its higher base knockback combined with its lower ending lag makes it safer on hit at low percents.
  • Down aerial:
    • Buff Down aerial's first three hits connect more reliably due to an altered angle (90° → 363°)
    • Nerf It now pushes grounded opponents away from its hitboxes, rather than picking them up from the ground as in Smash 4.
    • Nerf The hitboxes at Lucas' feet are smaller (5u → 4.2u (Hits 1-3)/6.9u → 5.5u (Final hit)) and has an altered hitbox-placement (Y offset: -5 → -4), decreasing its range below Lucas.
  • Grab aerial:
    • Nerf Grab aerial has less range.
    • Buff Grab aerial has more active frames (9-19 → 9-21).
    • Buff Grab aerial deals slightly more damage (4% (clean)/2.8% (late) → 5% (snake head)/3% (arm and snake body)).
    • Buff Grab aerial has less ending lag (FAF 60 → 52).
    • Buff Grab aerial can be double jump canceled, allowing Lucas to use it very close to the ground to start combos and approach.

Throws and other attacks[edit]

  • Grab:
    • Change The ending animations of Lucas' grabs now feature interruptible animations during which the Rope Snake doubles back to return to Lucas.
    • Change Lucas's animation when holding a grabbed opponent has been altered; he now holds Rope Snake in one hand and uses the other to hold the opponent in place with telekinesis.
    • Change Lucas now looks angry during his grab animation.
    • Nerf All grabs have fewer active frames (8 frames → 6 frames).
    • Nerf Standing grab has one frame more ending lag (FAF 46 → 47).
    • Buff Dash grab has one frame less ending lag (FAF 56 → 55).
  • Pummel:
    • Change Lucas' pummel animation now depicts him blasting his grabbed opponent with PSI.
  • Forward throw:
    • Change Forward throw's animation has been altered: Lucas throws the opponent with single-handed instead of two-handed.
    • Buff Forward throw has increased knockback scaling (65 → 69).
  • Back throw:
    • Change Lucas has a new back throw: a telekinetic-underhanded throw backwards.
  • Up throw:
    • Buff Up throw deals more knockback (78 base/69 scaling → 77/73).
  • Down throw:
    • Change Down throw has a new animation: Lucas lifts the opponent in the air using telekinesis, then forcefully slams them into the ground. It retains its aesthetic bury effect before the opponent is released.
    • Buff It deals noticeably more damage (6.5% → 11%), making it one of the most damaging down throws in Ultimate.
    • Nerf It has more ending lag (FAF 50 → 58), altered knockback (78 base/51 scaling → 100/32), and no longer inflicts 6 frames of hitlag on the opponent upon releasing them. Altogether, these changes significantly hinder its combo potential, no longer having guaranteed follow-ups past medium percents, and more importantly removing its KO confirm into up aerial at high percentages, which was one of his most reliable finishers in Smash 4.
    • Change It launches at a slightly more horizontal angle (80° → 74°).

Special moves[edit]

  • PK Freeze:
    • Change Lucas' animations during the move have been tweaked; Lucas himself now completely faces the screen, and the particle effects of the explosion now feature the PK Freeze graphic effects from Mother 3.
    • Buff PK Freeze deals 1% more damage on all charges (9%-22% → 10%-23%).
    • Buff PK Freeze deals more knockback (80 (base)/21 (growth) → 35/60), improving its KO potential.
    • Buff The projectile travels faster, giving it more utility overall.
    • Buff The projectile can now travel through soft and semisoft platforms.
    • Buff PK Freeze no longer dissipates upon making contact with hard platforms and can instead be held at the ground until the move is fully charged.
    • Buff The projectile now launches opponents at a horizontal angle (80° → 34°) away from Lucas (no matter which direction he faces), making it significantly better for edgeguarding and KOing.
    • Buff Lucas no longer becomes helpless when firing PK Freeze in the air.
    • Buff It has more active frames (1 → 4).
    • Nerf The changes to freeze duration make the move freeze for much less time when charged, especially at low percents, which combined with the knockback changes removes the move's followup potential, and effectively reduces its damage output overall.
    • Nerf Fully charged PK Freeze has more startup (89 → 92) with its total duration compensated (115 → 118).
  • PK Fire:
    • Change Lucas' hands now feature a red spark until PK Fire is fired, similarly to his finger in his down smash animation. The same spark appears when PK Fire successfully connects. PK Fire's graphics from Mother 3 now appear when Lucas fires it and when it bursts.
    • Buff PK Fire has slightly increased damage (9% → 10%).
    • Buff PK Fire has increased knockback growth (97 → 110) and launches at slightly lower angle (45° → 42°).
    • Change PK Fire's projectile travels faster (speed: 2.5 (ground)/2.8 (air) → 2.8/3.1), but doesn't last as long (19 frames → 18). Overall, the projectile travels slightly further, but is less obstructive.
    • Nerf The flame pillar doesn't last as long (30 frames → 20).
  • PK Thunder:
    • Change PK Thunder's graphic effects have been changed; rather than maintaining its magenta coloration from Smash 4, PK Thunder has been changed to be varying hues of blue. The move has also gained particle effects which resemble its respective PSI graphics from Mother 3.
    • Buff PK Thunder's electric ball travels faster.
    • Buff Grounded PK Thunder has less ending lag.
    • Change It has an angle indicator when the ball of lighting moves close to Lucas. While this allows for the player to more accurately determine the trajectory Lucas will travel during PK Thunder 2, it also makes it more predictable to opponents.
  • PK Thunder 2:
    • Buff PK Thunder 2 has less landing lag.
    • Buff The window for using PK Thunder again after bouncing against a wall is much bigger.
    • Nerf Lucas' momentum at the end of PK Thunder 2 is lower, slightly shortening its recovery distance.
    • Nerf PK Thunder 2 deals less damage when all hits connect (35.5% → 32.5%).
    • Change PK Thunder 2's last hit now triggers Special Zoom.
  • PSI Magnet:
    • Change PSI Magnet now features its PSI graphics from Mother 3 upon use. Lucas' back is angled lower in the end of his animation, similar to the beginning of his run animation in Mother 3.
    • Change PSI Magnet's launching hitbox is now extended (Z offset: 12 → 7-9), however, it isn't as far out, reducing its maximum reach, but making it more consistent at hitting opponents close to Lucas.
    • Buff PSI Magnet now features a windbox on frame 6 which drags opponents closer to the PSI Magnet's hitbox.
      • Change This windbox doesn't scale with the opponent's percentage when Lucas is on the ground, but it does in the air.
    • Buff PSI Magnet begins absorbing sooner (frame 10 → 7) and has less ending lag (frame 36 → 28).
    • Nerf PSI Magnet no longer halts Lucas's momentum in the air. This prevents Lucas from being able to use it to mix up his landing as effectively.
    • Nerf PSI Magnet heals noticeably less (heal multiplier: 2.5× → 2×).
  • PK Starstorm:
    • Change PK Starstorm is now similar to its Brawl iteration, firing meteors inwards towards the center of the stage, but at a slower rate and with slower meteors. His pose during the move no longer reuses the animation of Ness' Final Smash, and is instead replaced with one reminiscent of his animation in Brawl. Lucas is also assisted by Kumatora and Boney. Like his other PSI moves, the move features graphics from PK Starstorm's animation in Mother 3, including the background from the Final Boss.
      • Change However, the trajectory of the meteors can still be angled.

Update history[edit]

Lucas was buffed slightly via game updates. Initially, update 2.0.0 only slightly decreased neutral aerial's landing lag and edge lockout duration. Following this, update 4.0.0 buffed Lucas in a few more noticeable ways. Forward tilt's sweetspot gained a larger hitbox (albeit only during the first 2 frames) and higher base knockback; both of these buffs make it a deceptively useful KO option, especially when it is angled upward when used as a follow-up from down tilt.

Dash attack gained additional active frames, although its sourspot was inadvertently nerfed slightly, due to it becoming less advantageous on hit by 2 frames. Up smash gained more invincibility frames during start-up, while up aerial and PK Fire had their ending lag decreased and landing lag decreased, respectively. Lastly, update 8.0.0 improved the consistency of Lucas' pivot grab by adjusting its axis positioning.

Overall, Lucas fares mildly better than he did at the launch of Ultimate.

Super Smash Bros. Ultimate 2.0.0

  • Buff Neutral aerial has less landing lag (14 frames → 12).
  • Buff Lucas can grab edges earlier after using neutral aerial (73 frames → 69).
  • Change Up tilt, down aerial, and pummel gained the electric effect, with hitlag compensated.
    • Nerf This means Yellow Pikmin are now invulnerable to Lucas's up tilt and down aerial.

Super Smash Bros. Ultimate 4.0.0

  • Buff Forward tilt's sweetspot has more base knockback (45 (unangled), 35 (angled up/down) → 55) and its hitbox is bigger during the first 2 active frames (4.7u → 5.6u).
  • Buff Dash attack has a longer hitbox duration (frames 13-15 → 13-17).
  • Buff Up smash has more invulnerability during startup (frames 1-4 → 1-7).
  • Buff Up aerial has less ending lag (FAF 34 → 32).
  • Buff PK Fire has less landing lag (21 frames → 19).

Super Smash Bros. Ultimate 8.0.0

  • Buff Pivot grab stretches farther towards Lucas (Z offset: 0.5u → 3.5u), making it less likely to whiff at point-blank range.
  • Bug fix The projectiles of PK Starstorm no longer launch in the opposite direction if initiated above the blast zone.

Moveset[edit]

  • Lucas possesses a special jump. When jumping in midair, Lucas will ascend in a floatier, curved trajectory. The upward momentum of Lucas' double jump can be canceled by inputting a special move or throwing an item. This trait is shared with Ness, Mewtwo, Kazuya, and Sora.
  • Lucas possesses a tether attack and grab.

For a gallery of Lucas' hitboxes, see here.

Note: All numbers are listed as base damage, without the 1v1 multiplier.

  Name Damage Description
Neutral attack Short Kick (ショートキック) / Reverse Kick (リバースキック) / Turning Kick (ターニングキック) 2.5% A right-legged roundhouse kick, followed by a right-legged hook kick, followed by a left-legged reverse roundhouse kick. The last hit has slightly more range. Hits first on frame 2, making it Lucas' fastest ground attack. The first and second hits can jab lock, but might miss on very thin characters like Joker and Zero Suit Samus. The second hit can be interrupted sooner than in SSB4, and lead into a grab or aerial attack.
1.5%
3.5%
Forward tilt PK Slash (PKスラッシュ) 11% (sweetspot), 7.5% (sourspot) Twirls with his arm extended to emit a small blast of PSI energy from his hand. It can be angled and has a disjointed hitbox, although its sweetspot is located inside of the blast. It has overall low lag, disjointed range, and the ability to be angled, all of which make it very useful for 2-framing an opponent. In addition, its sweetspot is powerful enough to KO reliably, whereas its sourspot can lock opponents at low percents. Due to these traits, it is one of Lucas' best KO options, and is generally considered one of the best forward tilts in the game.
Up tilt PK Reverse Kick (PKリバーサルキック) 1.5% (hit 1), 8% (clean hit 2), 5% (late hit 2) Telekinetically tilts himself upside down to perform a vertical thrust kick that emits a blast of PSI energy from his foot. It can combo into itself, a neutral aerial or an up aerial at low to medium percents.
Down tilt Spinning Leap Kick (スピニングリープキック) 5% A legsweep. Although weak, it is fast and reliable for either racking up damage or chaining into itself, a neutral attack, a forward tilt or at higher percents even a forward aerial and a grab. Hits on frame 3, making it tied with Ness, Little Mac, R.O.B., and Meta Knight's down tilts for being the fastest down tilt in the game. The edge of down tilt unfortunately doesn't lock opponents like it used to do in other iterations.
Dash attack PK Palm Push (PKパームプッシュ) 13% (sweetspot), 9% (sourspot) A dashing palm thrust that emits a blast of PSI energy from his hand. Its sweetspot is powerful enough to KO at reasonable percents, although it has noticeable start-up and deals more damage the farther the opponent is from Lucas.
Forward smash Stick (ぼうっきれ) 14% (base), 15% (tip), 1.5× (reflected projectiles) Swings a stick in front of himself. The stick's tip deals more damage and knockback. Lucas' stick also has the ability to reflect projectiles.
Up smash PK Smash Geyser (PKスマッシュゲイザー) 2% (hit 1), 21%, 20%, 18%, 16%, or 14% (clean to late hit 2) Emits a large blast of PSI energy above his head. Despite in-game tips saying it can attack opponents hanging on the edge, this is only partly true; it'll either whiff or not connect properly on 60% of the cast, the remaining 40% will get hit and combo'd into the strong hit. It is a huge "high-risk, high-reward" attack; it has an extreme amount of ending lag, which makes it very punishable if missed, but it is strong enough to KO at 81% when uncharged and at 43% when fully charged. It also has other positives, as it renders Lucas invincible on frames 1-7 making it even dodge grabs, grants intangibility to his head on frames 15-29 and has a very large hitbox, making it a decent anti-air and punish attack if used correctly. The animation appears to based on Lucas' Seven Needles pulling animation.
Down smash PK Blow (PKブロウ) 17% (clean), 14% (mid), 11% (late) Aims his arm diagonally downward and emits three consecutive blasts of PSI energy towards the ground while holding his hand in a finger gun gesture. With each blast, its range increases at the expense of damage and knockback. It is one of the strongest down smashes in the game when clean, as it is able to KO as low as 60% near the edge depending on the opponent's weight and DI. If well timed, it can also catch recovering opponents before they grab the edge. Has a bit of start-up lag, but surprisingly low ending lag for its power. Unlike in Smash 4, each blast is treated as its own hitbox, meaning that it can potentially hit multiple times at low percents, and damages shields more than once, though its shield damage is low for each hit to compensate.
Neutral aerial PK Flying Attack (PKフライングアタック) 2% (hits 1-3), 4% (hit 4) Tumbles while emitting blasts of PSI energy around his torso. A good combo starter. Unlike in the previous game, its launching angle is more horizontal, and the last hit launches the opponent depending on which side they are on in relation to Lucas.
Forward aerial PK Air Front Kick (PKエアフロントキック) 12.5% (sweetspot), 9% (sourspot) A flying kick that emits a blast of PSI energy from his foot. It is fast and disjointed, making it a good off-stage option and one of Lucas' better spacing options. Its sweetspot deals the most knockback and can KO Mario at the edge at 106% on Battlefield. This move's sourspot can lock opponents at early percents. It also autocancels in a short hop.
Back aerial PK Meteor Kick (PKメテオキック) 12% (sweetspot), 9% (sourspot), 7% (late) A backflip kick that emits a trail of PSI energy from his foot. It can meteor smash at the tip of his foot and has disjointed reach, with its weakest hitbox being at the tip. The last hitbox of this move can lock opponents at early percents. It can also autocancel if buffered out of a short hop.
Up aerial Jumping Headbutt (ジャンピングヘッドバット) 11% An upward headbutt. The move's hitbox is now properly attached to Lucas' head unlike in SSB4, making it a more reliable attack. Deals respectable knockback, making it a good KO option near the upper blast line. It can also autocancel in a short hop. At 70% and lower it is an effective combo tool, as it leads into itself and other aerials on landing.
Down aerial PK Foot Stomp (PKフットスタンプ) 3.5% (hits 1-3), 5% (hit 4) An alternating series of stomps, with each stomp emitting a small blast of PSI energy from his feet. Isn't as disjointed as it looks as its range has been slightly nerfed from SSB4. The last hitbox of this move can lock opponents at low percents. The sourspots can also lock opponents on a platform. Because grounded spikes can no longer be teched, down aerial can be looped into itself at around 65% on average, and combo into a forward or down smash for a KO.
Grab aerial Midair Rope Snake (空中ヒモヘビ) 5% (clean snake), 3% (arm and late snake) Unfurls Duster's Rope Snake in front of himself. It can damage opponents and act as a tether recovery.
Grab Rope Snake (ヒモヘビ) Unfurls Duster's Rope Snake in front of himself. His standing grab is deceptively fast, although his pivot grab is very slow.
Pummel Grab PK Shock (つかみPKショック) 1.3% Attacks the opponent with a small burst of PSI energy.
Forward throw PK Throw (PKスルー) 10% Telekinetically throws the opponent in front of himself. KO's 1-4% earlier than up-throw on some of the most common legal stages.
Back throw Reverse PK Throw (リバースPKスルー) 10% Telekinetically throws the opponent behind himself. It is his strongest throw. It can KO even super heavyweights at 154% near the edge without rage.
Up throw PK Lifting (PKリフティング) 10% Telekinetically whirls the opponent around his head, then throws them directly overhead. One of the strongest up throws in the game, as it KOs around 116%-180% depending on the opponent's weight and DI.
Down throw PK Pile Driver (PKパイルドライバー) 11% Telekinetically slams the opponent into the ground head first. Shows a bury effect, however this is purely aesthetic. It can combo into aerials at low percentages, but it loses follow-up potential quickly at higher percentages because of its noticeable ending lag and knockback.
Floor attack (front)   7% Kicks around himself while getting up.
Floor attack (back)   7% Kicks around himself while getting up.
Floor attack (trip)   5% Kicks behind himself and then in front of himself while getting up.
Edge attack   9% Performs a low-angle kick while climbing up.
Neutral special PK Freeze 10%-23% Emits a snowflake-shaped blast of PSI energy from his head that freezes opponents. The direction of the blast's path can be controlled, it can be made stronger by holding the special button and it can be concluded at a deceptively fast speed. A notoriously effective edgeguarding tool, as it launches opponents away from Lucas and has great maneuverability, as well as having a large hitbox.
Side special PK Fire 3% (lightning), 7% (fire) Thrusts both of his hands forward to release a lightning bolt-shaped PSI projectile from his hands. Unlike Ness' PK Fire, Lucas' version results in a brief, fiery explosion of PSI energy that launches the opponent away, rather than a long-lasting pillar of fiery PSI energy. It is further differentiated from Ness' version in that it flies straight ahead regardless of whether it is used on the ground or in the air, as well as causing a minimal amount of recoil both on the ground and in the air, making it more effective as a spacing and horizontal recovery tool than Ness' PK Fire.
Up special PK Thunder 2.5% (projectile head), 0.8% (projectile tail, rapid hits), 8% (PKT2 initial), 2% (PKT2 rapid hits 1-5), 1.5% (PKT2 rapid hits 6-10), 10% (PKT2 last) Emits a streaming, electrical PSI projectile from his head. It can be directed into Lucas to launch him at a high speed. It doesn't disappear after hitting an opponent and instead hits multiple times, giving it damage racking and gimping potential. This effect also applies PK Thunder 2, with Lucas hitting an opponent multiple times upon colliding with them. Deals immense damage if all of PK Thunder 2's hits connect, making it one of the most damaging up specials in the game. It is also a versatile recovery option if used correctly, as it covers great distance while being hard to properly counter itself due to its multi-hit and intangible properties.
Down special PSI Magnet 8% (ending), heals 2× the damage of absorbed projectiles (maximum 30%) Thrusts his arm forward to emit a glowing orb of PSI energy around his outstretched hand, which comes out quicker and absorbs more damage than Ness' variant. Any energy-based projectiles it absorbs will heal him. When a projectile hits him from behind, Lucas will turn around and heal from it, but not as consistently as in Brawl. It can also be used offensively, due to it being safe on shield, dealing damage and having a semi-spike knockback to opponents inside of it when it dissipates. The move now has a windbox that drags in opponents near it.
Final Smash PK Starstorm 6.5% (per hit) Boney and Kumatora join Lucas, who summons a shower of falling stars that fly towards the center of the stage, damaging opponents in range. The trajectory of the meteors can be angled left and right. Unique to Lucas' version of PK Starstorm, the range of the meteors can also be adjusted. Tilting the stick up causes the meteors to spread out near the top of the screen (this will allow the meteors to hit opponents closer to the upper blast line, but will miss any who are grounded); tilting down causes the meteors to slightly angle outwards as they fall towards the stage (if done from the center of Final Destination, the meteors will cover almost the entirety). Overall, it has far more control than Ness's version.

Stats[edit]

Stats Weight Dash speed Walk speed Traction Air friction Air speed Air acceleration Gravity Falling speed Jumpsquat Jump Height Double jump Height
Value 94 1.815 – Initial dash
1.65 – Run
0.893 0.116 0.014 1.155 0.01 – Base
0.085 – Additional
0.09 1.37 – Base
2.192Fast-fall
3 29.41 - Base
13 - Short hop
44.13

Announcer call[edit]

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The editor who added this tag suggests: Needs announcer calls from other languages.
If you have a good audio file for this article, upload it here.

On-screen appearance[edit]

  • Rides in on a Mr. Saturn-style coffee table, then hops off. The table is based on the one that Lucas rides in order to reach Saturn Valley in Mother 3.

Taunts[edit]

  • Up taunt: Trips, falls on his bottom, shakes his head, and gets back up.
  • Side taunt: Duster's Rope Snake comes out of Lucas's hand and has a brief conversation with him, as Lucas shrugs at it.
  • Down taunt: Angrily positions his right hand up to his forehead and grunts while generating small bursts of PSI energy from his index and middle fingers, then swings his hand down to emit a trail of PSI energy.

Idle poses[edit]

  • Taps the toes of his shoes on the ground.
  • Holds one finger to his forehead, and then swings his arm outward.

Crowd cheer[edit]

Cheer (English) Cheer (Japanese/Chinese) Cheer (Italian) Cheer (Dutch) Cheer (French)
Cheer
Custom combination of the flags of Canada, the USA, and Mexico.

Source, tweaked to fix rendering issues
Description Lu - cas! Ryuuuu - ka! Lu - cas! *claps 3 times* Lucas! Go Lucas! Luuuuu - ca!
Cheer (German) Cheer (Spanish) Cheer (Russian) Cheer (Korean)
Cheer
Description Luuuuu - cas! Luuuuu - cas! Lu - cas! Lu - cas! Ryu - ka!

Victory poses[edit]

  • Left: Forcefully pulls one of the Seven Needles out of the ground, sending it flying off-screen while Lucas looks toward the screen in a battle-ready pose.
  • Up: With his back toward the screen, he crouches while poking at something on the ground with a large stick. After the camera zooms in, he then turns his head around to face the screen and says "Huh?" while briefly sporting a surprised expression.
  • Right: Bends down on one knee and waves his right arm in front of himself while releasing blasts of PSI energy from his index and middle fingers.
A flourished combination of the final two out of the Eight Melodies in Mother / EarthBound Beginnings.

In competitive play[edit]

Most historically significant players[edit]

See also: Category:Lucas players (SSBU)

  • USA ChocoTaco - One of the best Lucas players in the United States. His most notable run was his 25th-place finish at Let's Make Big Moves 2022 where he upset Kola. He has also placed 17th at CEO 2021 and 25th at Low Tide City 2022 and was ranked 150th on the OrionRank Mid-Year 2022.
  • France Nitox - One of the best Lucas players in the world, and one of two Lucas players ever ranked in the top 100 on a notable global ranking, with his highest ranking being 84th on the OrionRank Ultimate: Eclipse. His 9th place finish at the major COLOSSEL 2022 is tied for the highest placement for a Lucas player at a major event.
  • USA Regalo - One of the best Lucas players in the world and one of two Lucas players ever ranked in the top 100 on a notable global ranking, ranking 97th on the UltRank 2022. His 9th place finish at the supermajor Super Smash Con 2022 is the highest relative-to-number-of-players placement for a Lucas player at a major event, and is tied for the highest overall placement for a Lucas player at a major event.
  • Japan Rinkururu - Co-mains Lucas with Min Min and has placed respectfully at several majors, including 13th at the major Maesuma TOP 7 and 25th at the supermajor DELTA 4.

Tier placement and history[edit]

Likely due to his high learning curve and being outclassed by other characters with a similar archetype, Lucas's representation has been somewhat below average throughout most of the competitive lifespan. Although he has seen notable representation at a regional level thanks to the likes of Mekos and WhYYZ, his results at a major level were notably more scarce, although they have since been improving in the post-online metagame thanks to the efforts of players such as ChocoTaco, Nitox. and Regalo. As a result, most players consider Lucas to be in the mid-tier, which is reflected in Lucas's placement in the current tier list, where he is ranked 61st as the highest character in the C- tier.

Classic Mode: Magic, Sacred Powers, and PSI![edit]

Lucas' congratulations screen.

All of Lucas' opponents have supernatural abilities.

Round Opponent Stage Music Notes
1 NessHeadSSBU.png Ness Magicant Magicant When playing multiplayer, the second NessHeadBlueSSBU.png Ness will have his blue costume, referencing Ness' younger self that he encounters in Magicant.
2 RobinHeadSSBU.pngRobinHeadFemaleSSBU.png Robin (x2) Arena Ferox Conquest (Ablaze)
3 Rosalina&LumaHeadSSBU.png Rosalina & Luma Mario Galaxy Gusty Garden Galaxy
4 Giant PalutenaHeadSSBU.png Palutena Palutena's Temple (Ω form) Underworld
5 BayonettaHeadSSBU.png Bayonetta Umbra Clock Tower Tomorrow Is Mine (Bayonetta 2 Theme) (Instrumental)
6 MewtwoHeadSSBU.png Mewtwo Kalos Pokémon League Battle! (Team Galactic) Mewtwo strongly resembles Giygas, the main antagonist of EarthBound Beginnings and EarthBound. However, Giygas does not appear in Mother 3.
Bonus Stage
Final Master Hand Final Destination Master Hand (Less than 7.0 intensity)
Master Hand / Crazy Hand (Intensity 7.0 or higher)
On intensity 7.0 and higher, Crazy Hand fights alongside Master Hand.

Note: All stages Lucas travels to are Super Smash Bros. 4 stages.

Credits roll after completing Classic Mode. Completing it as Lucas has Mother 3 Love Theme accompany the credits.

Role in World of Light[edit]

Lucas' location in World of Light.
Finding Lucas in World of Light

Although Lucas does not appear in the World of Light opening cutscene, he was vaporized and later imprisoned alongside the rest of the fighters (sans Kirby) when Galeem unleashed his beams of light.

Lucas can be found on a village covered in fog as a callback to his home of Tazmily Village, after defeating either the Ashley or Min Min spirit.

Fighter Battle[edit]

No. Image Name Type Power Stage Music
37
Lucas SSBU.png
Lucas
Shield
Shield
6,600 New Pork City (Ω form) Unfounded Revenge / Smashing Song of Praise

Spirit[edit]

Lucas's fighter spirit can be obtained by completing Classic Mode. It is also available periodically for purchase in the shop for 300 Gold, but only after Lucas has been unlocked. Unlocking Lucas in World of Light allows the player to preview the spirit below in the Spirit List under the name "???". As a fighter spirit, it cannot be used in Spirit Battles and is purely aesthetic. His fighter spirit has an alternate version that replaces it with his artwork in Ultimate.

In Spirit Battles[edit]

As the main opponent[edit]

Spirit Battle parameters Inspiration
No. Image Name Series Enemy Fighter(s) Type Power Stage Rules Conditions Music Character
462
SSBU spirit Articuno, Zapdos, & Moltres.png
Articuno, Zapdos, & Moltres Pokémon Series •Reflect Lucas LucasHeadCyanSSBU.pngLucasHeadOrangeSSBU.pngLucasHeadRedSSBU.png (80 HP)
Attack
13,700 Find Mii (Battlefield form) N/A •The enemy reflects projectiles
•The enemy's PSI attacks have increased power
Stamina battle
Only certain Pokémon will emerge from Poké Balls (Moltres)
Pokémon Red / Pokémon Blue Medley Articuno (cyan costume)
Zapdos (orange costume)
Moltres (red costume)
585
Kumatora2
Kumatora EarthBound Series Lucas LucasHeadCyanSSBU.png
Attack
4,200 New Pork City (Battlefield form) •Hazard: Ice Floor •The floor is frozen
•The enemy starts the battle with a Fire Flower
Mother 3 Love Theme
589
Edited Masked Man battle sprite from Mother 3
Masked Man EarthBound Series Lucas LucasHeadGreySSBU.png (160 HP)
Attack
9,400 New Pork City (Ω form) N/A Stamina battle
•The enemy will charge up a powerful Final Smash
•The enemy has increased attack power
The enemy starts the battle with a Beam Sword
Porky's Theme
590
From the game's files
Claus EarthBound Series Lucas LucasHeadOrangeSSBU.png
•Metal Lucas LucasHeadGreySSBU.png
Neutral
13,200 Garden of Hope (Battlefield form) •Strengthen Weapon •Reinforcements will appear after an enemy is KO'd
•All fighters' melee weapons have increased power after a little while
•The enemy is metal
Mother 3 Love Theme Masked Man (Metal Lucas)
1,078
SSBU spirit Kid Dracula.png
Kid Dracula Kid Dracula Lucas LucasHeadGreySSBU.png
Grab
9,600 Dracula's Castle •Hazard: Slumber Floor •The floor is sleep-inducing
•The enemy's melee blows will heal them when they hit
Dwelling of Doom

As a minion[edit]

Spirit Battle parameters Inspiration
No. Image Name Series Enemy Fighter(s) Type Power Stage Rules Conditions Music Character
307
from the game's files
Slugger & Green Glove Yoshi Series Ness NessHeadYellowSSBU.png
Lucas LucasHeadGreenSSBU.png
Grab
1,500 Yoshi's Island •Item: Beastball •The enemy starts the battle with a Home-Run Bat Obstacle Course - Yoshi's Island Green Glove
581
From the game's files
Flint EarthBound Series Snake SnakeHeadChartreuseSSBU.png
Lucas LucasHeadOrangeSSBU.png
Attack
4,200 Onett (Battlefield form) •Hazard: Lava Floor •The floor is lava
•The enemy starts the battle with a Franklin Badge
Mother 3 Love Theme Claus
582
Hinawa
Hinawa EarthBound Series Zelda ZeldaHeadPurpleSSBU.png
Lucas LucasHeadOrangeSSBU.pngLucasHeadBlueSSBU.png
Attack
13,100 Yoshi's Island •Easy to Launch •All fighters are easy to launch Mother 3 Love Theme Lucas (blue costume) and Claus (orange costume)
583
SSBU spirit Boney.png
Boney EarthBound Series Duck Hunt DuckHuntHeadBrownSSBU.png
Lucas LucasHeadGreenSSBU.png
Neutral
1,500 Onett N/A •Take your strongest team into this no-frills battle Mother 3 Love Theme Lucas
1,116
from the game's files
Pitcher & Batter Baseball Ness NessHeadBlueSSBU.png
Lucas LucasHeadRedSSBU.png×2
Grab
1,700 Pokémon Stadium 2 (hazards off) •Item Tidal Wave
•Item: Sports
•The enemy favors side smash attacks
•The enemy starts the battle with a Home-Run Bat
•Certain items will appear in large numbers
Baseball (Training) Catcher(s)

Alternate costumes[edit]

Lucas Palette (SSBU).png
LucasHeadSSBU.png LucasHeadOrangeSSBU.png LucasHeadBlueSSBU.png LucasHeadRedSSBU.png LucasHeadGreySSBU.png LucasHeadCyanSSBU.png LucasHeadGreenSSBU.png LucasHeadPurpleSSBU.png

Gallery[edit]

Fighter Showcase Video[edit]

Trivia[edit]

  • Although Lucas' bursts of PSI retain their pink-and-yellow color scheme in his reveal trailer, pre-release screenshots, and his appearance in the panoramic "Everyone Is Here!" illustration, his bursts of PSI in the released version of Super Smash Bros. Ultimate feature a cyan-and-yellow color scheme instead.
  • Lucas is the only Super Smash Bros. Brawl newcomer to receive a completely new victory theme.
  • While holding a small item, Lucas still reverts to Ness' previous idle animation, even though Ness received an updated one.
  • When Lucas performs his forward smash while facing left, the stick will not shrink after he wields it.
  • There is an animation glitch regarding Lucas' back-hitting/wall bounce hitstun animation, in which animation blending does not occur and results in him "snapping" into his tumbling animation. This does not occur with Ness.
  • When factoring in his availability in Brawl and Super Smash Bros. 4, Lucas is the only fighter in the entire series to have been a starter character, an unlockable character, and accessible via downloadable content.
  • Despite also specializing in supernatural powers, Zelda does not appear in Lucas' Classic Mode route.
  • Lucas and the Ice Climbers are the only fighters that use sprites for their default fighter spirits.