GofG
Smash Champion
This thread will be an updated and maintained (and loved and cared for) compilation of all Lucas ATs. I will be updated them as they come out.
Thanks, NotEz, for letting me take over the thread.
Term List
even though it does not actually require the use of the b-stick DAPKWLing for a period of time was believed to be the same thing as b-sticking Just discovered by Arrowhead that this is actually possible Levitas and I have reached a general consensus that you should (read: NEED) to switch to the b-stick, as it makes this so much easier and spammable) is an advanced technique in which a player uses a special (b) move in the air and also gains incredible backward momentum. Lucas can use this for his PK Fire and also, to a lesser extent, his Psi Magnet.
To understand how it works, set your C-stick to "Specials". Go to Training mode. Jump (short hop or not) and hold forward. Press backward on the C-stick.
Because you are moving forward, the PKF will go in the direction you're facing, even though you were supposed to shoot it in the other direction. However, you will be propelled backward through the air, for reasons I'm going to test with an Action Replay very soon.
It can also be done with PsiM. Instead of hitting backwards on the c-stick, hit back-down diagonally. You will shoot back about one horizontal Lucas's height. Lucas's Wavebounce with PKF, on the other hand, propels him about a third the distance of FD.
An interesting side effect of setting your right analog stick to specials is that you can auto-RAR. That is, if you are running forward (do not jump) and smash the b-stick backwards, you will automatically short hop RAR. You can use this to your greatest advantage in advancing on an oppononent and performing dairs as an approach.
Update: It has been discovered that this is possible without changing one's controller set-up. Jump right, shoot a PKF backwards, and then keep DIing to the right.
Zap Jump
It has strange properties. For instance, if you RAR the PKF, the jump sends you diagonally at a 45 degree angle backwards (since you turned around, forwards from your original position), and for not nearly as long a time period. You move maybe 1.5x the length of one of the platforms on battlefield, if that.
In order to Zapjump, simply press B-sideways and jump at the exact same time. There are a few ways of doing this. First, swich your hand position briefly so that your index finger is on X and your thumb is on B, then jam right or left on the control stick and press both X and B at the same time. Some people have trouble with this, like me, so second, you can change the L trigger to jump. Then just smash L and left/right, and press B.
Psi Magnet Wavedashing
Dash Assisted PK Waveland (DAPKWL)
More info when I figure how what it is that causes the backwards momentum to be magnified.
Magnet Pull
Discovered by Kink_Link5, this is the longest form of wavelanding that Lucas has. After performing a double-jumped (or, if your timing is good, just single-jumped at the very height of the jump) Wavebounced PKF, immediately pull out a PsiM. You will SHOOT across the stage, performing a waveland about as long as Luigi's WD in Melee. I personally find it easier to PsiM by pressing B-down, although others might like b-sticking it.
Frame Data
Note: most of this is probably wrong, but it's close enough
! Rolldodge
| Completed on Frame 31
| Invulnerable on Frame 2
| Vulnerable on Frame 20
|-
! Spotdodge
| Completed on Frame 27
| Invulnerable on Frame 2
| Vulernable on Frame 22
|-
! Jab A
| Completed on Frame 18
| Hitbox Comes Out on Frame 1
| Hitbox Stays Out Until Frame 3
|-
! Nair
| Completed on Frame 30
| Hitbox 1 Comes Out on Frame 2
| Hitbox 2 Comes Out on 5
| Hitbox 3 Comes Out on 9
| Hitbox 4 Comes Out on 13
| Hitbox 5 Comes Out on 16
| Hitbox 6 Comes Out on 20
| Hitbox 7 Comes Out on 23
| Hitbox 8 Comes Out on 26
|-
! Fair
| Complete on Frame 47
| Hitbox Comes Out on Frame 11
|-
! Dair
| Complete on Frame 58
| Hitbox 1 Comes Out on Frame 7
| Hitbox 2 Assumed On Frame 12
| Hitbox 3 Comes Out on Frame 17
| Hitbox 4 Assumed on Frame 22
|-
! Bair
| Completed on Frame 42
| Hitbox @#$% Comes Out on Frame 16
| What the **** is up with this move
|-
! Uair
| Completed on Frame 48
| Hitbox Comes Out on Frame 4
|-
! Ftilt
| Completed on Frame 24
| Hitbox Comes Out on Frame 7
|-
! Utilt
| Completed on Frame 42
| Hitbox 1 Comes Out on Frame 6
| Hitbox 2 Comes Out on Frame 10
|-
! Dtilt
| Completed on Frame 17
| Hitbox Comes Out on Frame 5
|-
! Fsmash
| Completed on Frame 47
| Hitbox Comes Out on Frame 15
|-
! Dsmash
| Completed on Frame 67
| Hitbox 1 Comes Out on Frame 21
| Hitbox 2 Comes Out on 30
| Hitbox 3 Comes Out on 41
|-
! Upsmash
| Completed on Frame 101
| Hitbox Comes Out on Frame 30
| Hitbox Reaches Max Height on Frame 58
Thanks, NotEz, for letting me take over the thread.
Term List
- PKF - PK Fire, Lucas's Side-B
- PKT - PK Thunder, Lucas's Up-B
- PKT2 - PK Thunder 2, when Lucas hits himself with his PKT, causing him to fly through the air
- PsiM - Psi Magnet, Lucas's Down-B. Absorbs damage at a rate of 2:1, causes minor damage and knockback to a hitbox in front of Lucas when released
- PKWL - PK Waveland, when Lucas performs a side-b close enough to the ground that it knocks him backwards.
- ZJ - Zap Jump, when Lucas performs a PKF at the same time as his second jump, shooting him into the air.
- RAR - Reverse Aerial Rush, also called Pivot Jumping, when a character runs forward, performs the animation of turning around (with the stall, etc), and jumps. He ends up jumping as if he had been facing the other direction.
- DAPKWL - Dash-assisted PK Waveland, when Lucas is dashing away from his opponent, then jumps (WITHOUT RARing) and shoots a PK fire towards his opponent. He will waveland about the distance of Marth's wavedash in Melee.
- SHWBPKF - A Short-hopped Wavebounced PK Fire, the pillar of Lucas's stalling, approaching, defending, and basically anything but KOing.
The Wavebounce (b-sticking, as it has been named by SamuraiPanda,Manic_1 said:OK so here is what I am doing. I'm standing in teh center on FD facing left I jam and hold the control stick left, short hop, b-stick to the right which for some reason still shoots the PK fire to the left, and it does a huge wavedash type thing to the right.
To understand how it works, set your C-stick to "Specials". Go to Training mode. Jump (short hop or not) and hold forward. Press backward on the C-stick.
Because you are moving forward, the PKF will go in the direction you're facing, even though you were supposed to shoot it in the other direction. However, you will be propelled backward through the air, for reasons I'm going to test with an Action Replay very soon.
It can also be done with PsiM. Instead of hitting backwards on the c-stick, hit back-down diagonally. You will shoot back about one horizontal Lucas's height. Lucas's Wavebounce with PKF, on the other hand, propels him about a third the distance of FD.
An interesting side effect of setting your right analog stick to specials is that you can auto-RAR. That is, if you are running forward (do not jump) and smash the b-stick backwards, you will automatically short hop RAR. You can use this to your greatest advantage in advancing on an oppononent and performing dairs as an approach.
Update: It has been discovered that this is possible without changing one's controller set-up. Jump right, shoot a PKF backwards, and then keep DIing to the right.
Zap Jump
Zapjumping is a strange glitch that occurs when Lucas performs his second jump and a PK Fire in the same frame. The jump gives him upward momentum, as it is supposed to do, but this momentum remains constant during the entire PKF, meaning he goes straight up at a fast speed for the entire duration of the PKF. If you were to turn FD on its side, that is how far you would go, roughly.rushdown said:When Lucas jumps the second time in air, you notice that it's sort of spacey. There's this weird gravity thing going on. What we figured is that the jump is composed of two forces. One is the up force that causes Lucas to jump. The other is the down force which causes the up force to decay. The end result is that parabolic, spacey movement Lucas has. For Lucas's PK Fire, we think there's a slight movementary modification in down momentum. It's really, really subtle, almost nonexistant. But it helps that he juts back when he uses his PK Fire. So what we feel is going on with his Zap Jump is that by pressing Jump and PK Fire at the exact same time, you're actually canceling out the down vector of the air jump, causing Lucas to inherit all of the momentum of the up vector. It results in him flying 3U into the air at high speed. And he still ends up shooting a PK Fire before the apex of the jump.
It has strange properties. For instance, if you RAR the PKF, the jump sends you diagonally at a 45 degree angle backwards (since you turned around, forwards from your original position), and for not nearly as long a time period. You move maybe 1.5x the length of one of the platforms on battlefield, if that.
In order to Zapjump, simply press B-sideways and jump at the exact same time. There are a few ways of doing this. First, swich your hand position briefly so that your index finger is on X and your thumb is on B, then jam right or left on the control stick and press both X and B at the same time. Some people have trouble with this, like me, so second, you can change the L trigger to jump. Then just smash L and left/right, and press B.
Psi Magnet Wavedashing
PK Waveland [Video, 1:33] Better videoJAPMAN said:I'm sure you all know that PSI magnet can deal damage, with decent knockback. I found there is a technique, ( I'm not sure how usefully it will be), where you will get the effect of wave dashing and doing a PSI magnet simultaneously. It gets you decent forward momentum, and a PSI magnet in (PSI mag. being a -get away from me- move). It can be done out of shield, which is faster than actually un-shielding and doing PSI mag.. I find this may be usefull because you often are sliding after receiving an aerial or smash move, so the movement would be hellpfull in getting you close to your opponent for an counter-attack.
It is done by pushing diagonally down in any direction, and then sliding your finger from y-> Down B, in the fashion you would multishine in melee.
The PK Waveland is a technique in which Lucas PKF's so close to the ground, while still in the air, that the backwards momentum caused by the PKF allows him to slide across the ground a very small distance. However, as we know, a small distance is the difference between being hit by the punish of your PKF that he spotdodged, and not being hit by the punish of your PKF. It is performed by, after SHing, instead of hitting Side-B immediately, pausing a small amount of time. It can be seen in the video above.Adi said:During PK Fire Lucas is slightly knocked back, in such a way that if placed close to the ground, the result would be similar to one wavelanding, and the PK Fire is released as well. This could become a useful spacing and mindgame technique for Lucas.
Dash Assisted PK Waveland (DAPKWL)
Note: When refering to this move in real life, one should always call it "Dapcool", or "Dapkewl."Levitus said:Dash Assisted PK Waveland: I want to clarify that this is infact what I believed to be an alternate input for the Bsticking manuver. So what you do is you dash away from your target, jump, then flick towards the target and press b. It does a waveland just as far as bsticking, but is only useful if you're baiting your opponent into chasing you. It's really the flipside of the Bsticked PK fire, and I'm guessing that it will be used 30% of the time, while bsticking will be used 70%. Being able to retreat with a PK Fire is almost as important as being able to approach with one, and I'm relatively certain that you cannot actually accomplish this without bsticking.
More info when I figure how what it is that causes the backwards momentum to be magnified.
Magnet Pull
Discovered by Kink_Link5, this is the longest form of wavelanding that Lucas has. After performing a double-jumped (or, if your timing is good, just single-jumped at the very height of the jump) Wavebounced PKF, immediately pull out a PsiM. You will SHOOT across the stage, performing a waveland about as long as Luigi's WD in Melee. I personally find it easier to PsiM by pressing B-down, although others might like b-sticking it.
Frame Data
Note: most of this is probably wrong, but it's close enough
! Rolldodge
| Completed on Frame 31
| Invulnerable on Frame 2
| Vulnerable on Frame 20
|-
! Spotdodge
| Completed on Frame 27
| Invulnerable on Frame 2
| Vulernable on Frame 22
|-
! Jab A
| Completed on Frame 18
| Hitbox Comes Out on Frame 1
| Hitbox Stays Out Until Frame 3
|-
! Nair
| Completed on Frame 30
| Hitbox 1 Comes Out on Frame 2
| Hitbox 2 Comes Out on 5
| Hitbox 3 Comes Out on 9
| Hitbox 4 Comes Out on 13
| Hitbox 5 Comes Out on 16
| Hitbox 6 Comes Out on 20
| Hitbox 7 Comes Out on 23
| Hitbox 8 Comes Out on 26
|-
! Fair
| Complete on Frame 47
| Hitbox Comes Out on Frame 11
|-
! Dair
| Complete on Frame 58
| Hitbox 1 Comes Out on Frame 7
| Hitbox 2 Assumed On Frame 12
| Hitbox 3 Comes Out on Frame 17
| Hitbox 4 Assumed on Frame 22
|-
! Bair
| Completed on Frame 42
| Hitbox @#$% Comes Out on Frame 16
| What the **** is up with this move
|-
! Uair
| Completed on Frame 48
| Hitbox Comes Out on Frame 4
|-
! Ftilt
| Completed on Frame 24
| Hitbox Comes Out on Frame 7
|-
! Utilt
| Completed on Frame 42
| Hitbox 1 Comes Out on Frame 6
| Hitbox 2 Comes Out on Frame 10
|-
! Dtilt
| Completed on Frame 17
| Hitbox Comes Out on Frame 5
|-
! Fsmash
| Completed on Frame 47
| Hitbox Comes Out on Frame 15
|-
! Dsmash
| Completed on Frame 67
| Hitbox 1 Comes Out on Frame 21
| Hitbox 2 Comes Out on 30
| Hitbox 3 Comes Out on 41
|-
! Upsmash
| Completed on Frame 101
| Hitbox Comes Out on Frame 30
| Hitbox Reaches Max Height on Frame 58