Lucas (SSBU): Difference between revisions

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(lucas' buffs to his combo game)
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Finally, 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 initial startup of the move contains a windbox 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. 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) and KO opponents at high percentages.
Finally, 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 initial startup of the move contains a windbox 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. 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) and KO opponents at high percentages.


However, Lucas is not without his drawbacks. One of his most noticeable flaws is his poor defensive game. Because grabs out of shield have an additional 4 frames of start-up in ''Ultimate'' and Lucas lacks a very fast aerial or up smash, his out of shield game is among the worst among the cast. Additionally, because his overall grounded mobility is average at best, Lucas primarily struggles with rushdowns, as he can find it difficult to keep out the opponent with forward air and forward tilt. Lucas also struggles in disadvantage, as he doesn't have a good hitbox under him to force landings and being floaty makes him extremely susceptible to getting juggled. He also has a mediocre approach game outside of his PK Fire and his Zair, 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. Lastly, Lucas' combo game even though extremely deadly and having safe starters is also slow thus requires a read and additional high execution in order to get high damage started.  
However, Lucas is not without his drawbacks. Possibly his most noticeable flaw is his poor defensive game. Because grabs out of shield have an additional 4 frames of start-up in ''Ultimate'' and Lucas lacks a very fast aerial or up smash, 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. Lucas also struggles in disadvantage, as he doesn't have a good hitbox under him to force landings and being floaty makes him extremely susceptible to getting juggled. He also has a mediocre approach game outside of his PK Fire and his Zair, 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. Although his recovery is long and flexible, his up special recovery can still be exploited by some characters, as it is rather slow overall. His [[PK Thunder]] can be absorbed or reflected by some characters, while projectiles can disrupt it efficiently. His [[PK Thunder 2]] also can occasionnally have some angling issues and has long ending lag, making Lucas vulnerable to gimps by some characters. Lastly, Lucas' combo game even though extremely deadly and having safe starters is also slow thus requires a read and additional high execution in order to get high damage started.  


In the end, Lucas fits into the disjoint zoner type and plays best 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 also take advantage of his fantastic edgeguarding game by forcing his opponent off-stage with his powerful throws, with many of his aerials, his PK Freeze, his PK Fire and his PK Thunder being powerful enough to gimp or KO his opponent.
In the end, 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 also take advantage of his fantastic edgeguarding game by forcing his opponent off-stage with his powerful throws, with many of his aerials, his smash attacks, his PK Freeze, his PK Fire and his PK Thunder being powerful enough to gimp or KO his opponent at extremely 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 some of his below-average ranged attacks and his poor 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 [[Lucina]] or [[Zero Suit Samus]]) or superior zoning abilities (most notably [[Samus]]).


==Changes from ''[[Super Smash Bros. 4]]''==
==Changes from ''[[Super Smash Bros. 4]]''==
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Lucas has received comparetively few nerfs, though most of them have been heavy, with the most notable of these nerfs being the loss of some of his best KO setups, his [[down throw]] no longer combos into any of his aerials beyond very low percentages, and the universally [[tech]]able [[footstool]]s and changes to [[lock]]ing have significantly hindered his previously guaranteed setups into said combos. Overall, Lucas no longer has access to semi-guaranteed KO set-ups from his down throw (into back aerial at the edge, or to up aerial at high percentages), and his footstool-based combos are much less useful unless the opponent isn't able to tech in time. Aside from those 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 comparetively few nerfs, though most of them have been heavy, with the most notable of these nerfs being the loss of some of his best KO setups, his [[down throw]] no longer combos into any of his aerials beyond very low percentages, and the universally [[tech]]able [[footstool]]s and changes to [[lock]]ing have significantly hindered his previously guaranteed setups into said combos. Overall, Lucas no longer has access to semi-guaranteed KO set-ups from his down throw (into back aerial at the edge, or to up aerial at high percentages), and his footstool-based combos are much less useful unless the opponent isn't able to tech in time. Aside from those 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 nevertheless 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 than in ''SSB4'' (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 and can be chained into itself repeatedly or forward air, giving it great combo ability. Also, his [[down aerial]] can now loop into itself at mid to high percentages, while being very difficult to SDI out of, and 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 aforementionned nerfs to his combo game have been somewhat compensated, with the latter still being extremely effective in his metagame. His grounded game has seen several noteworthy improvements, as [[forward tilt]] has more range and power, his [[up tilt|up]] and [[down tilt]]s have more combo ability, his sweetspotted [[forward smash]] is more powerful, [[up smash]] has exponentially increased power and now renders him invincible for longer, and [[down smash]] can now once again hit opponents multiple times. Finally, Lucas's special moves have all been improved as well; in particular, [[PK Freeze]] has been drastically improved as it, no longer makes Lucas helpless, can travel trough soft and semi-soft platforms, now 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, but the hitbox is 2 frames slower on the release. Thanks to the significant power buffs to most of his already powerful finishers, along with his significantly better edgeguarding game, Lucas is overall a significantly more powerful character, now being able to KO his opponents much more easily and having a considerably better punish game.
In spite of these nerfs, Lucas has nevertheless 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 than in ''SSB4'' (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 and can be chained into itself repeatedly or forward air, giving it great combo ability. Also, his [[down aerial]] can now loop into itself at mid to high percentages, while being very difficult to SDI out of, and 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 aforementionned nerfs to his combo game have been somewhat compensated, with the latter and his mix-up options still being extremely effective in his metagame. His grounded game has seen several noteworthy improvements, as [[forward tilt]] has more range and power, his [[up tilt|up]] and [[down tilt]]s have more combo ability, his sweetspotted [[forward smash]] is more powerful, [[up smash]] has exponentially increased power and now renders him invincible for longer, and [[down smash]] can now once again hit opponents multiple times. Finally, Lucas's special moves have all been improved as well; in particular, [[PK Freeze]] has been drastically improved as it, no longer makes Lucas helpless, can travel trough soft and semi-soft platforms, now 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, but the hitbox is 2 frames slower on the release. Thanks to the significant power buffs to most of his already powerful finishers, along with his significantly better edgeguarding game, Lucas is overall a significantly more powerful character, now being able to KO his opponents much more easily and having a considerably better punish game.


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.


In the end, while Lucas no longer has access to KO setups from his down throw and his footstool and locking based combos are less effective, many of his most glaring weaknesses were notably improved, some of his less-potent moves became much stronger, the significant buffs to his already great 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''. This makes him more of an ''all-rounder'', making him more similar to his fellow ''{{uv|EarthBound}}'' fighter Ness, though with more options, a much better edgeguarding game and a better recovery at the cost of simplicity and combo flexibility (though still having a flexible combo game). While Lucas's changes makes it uncertain as to whether he was buffed or nerfed, most players agree that Lucas has generally improved at the pace the rest of the cast has. So far, despite Lucas's playerbase remaining small in competitive play, he has achieved above average to strong results at the local and regional levels, thanks to players such as {{Sm|ChocoTaco}}, {{Sm|Mekos}} and {{Sm|WhYYZ}}, though they have been more sparse in national tournaments. As of now, Lucas's viability in competitive remains up for debate, although he is generally agreed to remain a viable character, likely moreso than in ''SSB4''.  
In the end, while Lucas no longer has access to KO setups from his down throw and his footstool and locking based combos are less effective, many of his most glaring weaknesses were notably improved, some of his less-potent moves became much stronger, the significant buffs to his already great 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''. While Lucas's changes makes it uncertain as to whether he was buffed or nerfed, most players agree that Lucas has generally improved at the pace the rest of the cast has. So far, despite Lucas's playerbase remaining small in competitive play, he has achieved above average to strong results at the local and regional levels, thanks to players such as {{Sm|ChocoTaco}}, {{Sm|Mekos}} and {{Sm|WhYYZ}}, though they have been more sparse in national tournaments. As of now, Lucas's viability in competitive remains up for debate, although he is generally agreed to remain a viable character, likely moreso than in ''SSB4''.  
Even in 2020 to 2021 onwards, it is still in debate as to where Lucas exactly is in the metagame, but it has become much more clear and the direction of where Lucas might be seems to have stabilized to some degree. Many Lucas players tend to have mixed or different opinions on where he is in the current and future meta. Thoughts ranging from higher-mid tier to lower part of high tier. It is very much split as to where Lucas there is no definitive answer technically but this is likely due to how different of an entry Smash Ultimate is but it is also still growing with barely 2 years in it's competitive lifespan, the vastness of the character roster and the roster is still not yet complete as not all the DLC has been released and this makes it harder to decide the viability of so many characters and how they have been the closest in viability than in any other smash title.
Even in 2020 to 2021 onwards, it is still in debate as to where Lucas exactly is in the metagame, but it has become much more clear and the direction of where Lucas might be seems to have stabilized to some degree. Many Lucas players tend to have mixed or different opinions on where he is in the current and future meta. Thoughts ranging from higher-mid tier to lower part of high tier. It is very much split as to where Lucas there is no definitive answer technically but this is likely due to how different of an entry Smash Ultimate is but it is also still growing with barely 2 years in it's competitive lifespan, the vastness of the character roster and the roster is still not yet complete as not all the DLC has been released and this makes it harder to decide the viability of so many characters and how they have been the closest in viability than in any other smash title.


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