_Malal
Smash Cadet
- Joined
- Nov 13, 2014
- Messages
- 54
In an effort to legalize customs early on, Amazing Ampharos submitted an open proposal: TOs pre-make the eight most viable custom sets for each character from the 3DS version and it is the players responsibility to transfer their set if it not one of those eight.
The problem, for Lucario that is, is that I feel he has far more than eight viable sets.
All Neutral Bs have their Niches in multiple MUs.
SideBs less so, but Advancing Force Palm is often paired with Snaring Aura Sphere and Long-Distance Force Palm has been stated to Revenge Kill at 0%
UpB used to be only default, but in lieu of the current Nerf to hard landing, Ride the Wind might be worth exploring.
I am of the probably unpopular opinion that default Double Team is the least desirable DownB. Stunning guarantees whatever follow-up or kill move you please and does not force yourself offstage if you do not wish to attack approaching instage. Glancing Counter consistently beats grabs head on and I have had it stuff pokes clean, this is important with the spotdodge & jab nerf from brawl. It is also in my anecdotal experience, far less punishable on whiff.
However these are just my thoughts, one opinion. A dubious opinion considering I cannot attend events for this game until early 2015.
I'm going to outline what data we currently have (only the default specials, I believe. I would greatly appreciate frame data on customs) and then perhaps we may discuss sets or the moves individually?
The problem, for Lucario that is, is that I feel he has far more than eight viable sets.
All Neutral Bs have their Niches in multiple MUs.
SideBs less so, but Advancing Force Palm is often paired with Snaring Aura Sphere and Long-Distance Force Palm has been stated to Revenge Kill at 0%
UpB used to be only default, but in lieu of the current Nerf to hard landing, Ride the Wind might be worth exploring.
I am of the probably unpopular opinion that default Double Team is the least desirable DownB. Stunning guarantees whatever follow-up or kill move you please and does not force yourself offstage if you do not wish to attack approaching instage. Glancing Counter consistently beats grabs head on and I have had it stuff pokes clean, this is important with the spotdodge & jab nerf from brawl. It is also in my anecdotal experience, far less punishable on whiff.
However these are just my thoughts, one opinion. A dubious opinion considering I cannot attend events for this game until early 2015.
I'm going to outline what data we currently have (only the default specials, I believe. I would greatly appreciate frame data on customs) and then perhaps we may discuss sets or the moves individually?
B (Aura Sphere):
"charging hitbox" begins on frame 12
fully charges in 104 frames
hits as early as frame 20 after firing
charging can be interrupted by shield starting frame 13
shield on frame 64 after firing
full charge does 12%
full charge has high kill potential
Side+B (Force Palm):
"flame" hits on frame 24
"grab" hits on frame 9
shield on frame 65 if whiffed
Up+B (Extreme Speed):
hits on frame 46
helpless on frame 75
shield on frame 38 (after landing lag)
(Probably inaccurate now, needs data for soft/bounce/hard landing)
Down+B (Double Team):
earliest activation on frame 4/latest on frame 36
hits on frame 26 (after activation)
shield on frame 76 (after activation)/shield on frame 81 if whiffed