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I'm guessing he just wrote it himselfEDIT: lol...was that a smogon quote?
New Yoshi' Story is an awesome stage because of this. Stages like BF, however, make this trick rather useless b/c it is so hard to hit the walls at the right angle to wall cling.It's all about UP+B wall cling.
Blood Hawk is definitely a great Lucario player, and I think its pretty clear that he has an awesome understanding of the character. He's gonna go far.Blood_Hawk said:When I think of Lucario, one word comes to mind; momentum. I can think of no other word that describes this character better.
Your goal is to build a momentum throughout the match to use against your opponent, as I believe this character is based heavily on that factor. Lucario’s Aura attribute is a very interesting one. The damage Lucario’s moves deal and his knock back is all dependent on his damage percentage and his standing in the match. This attribute is the tool that will help you build your momentum. It affects things such as the power of his all his moves and the size of the hit box of his Aura Sphere projectile.
Lucario’s game is all about knowing when to pressure your opponent and when to back off. Lucario is like a freight train in this respect. When he gets going he is hard to stop, but if he can’t get moving he is useless. You want to stay alive as long as you can to build that percentage for his Aura ability, while dealing as much damage as you can in the process. Lucario is no good to you if he dies at low percents all the time. You have to keep Lucario alive long enough to be able to KO after you damage your opponent. Lucario isn’t a character that can come back on a fresh stock and score a quick revenge KO unless your opponent is insanely damaged.
On the flip side, a Lucario at a high percent is very frightening. If your opponent lets Lucario build a good percent, he takes the chance of getting KOed at a relatively low %. This aura ability creates a tension line between you and your opponent. Your opponent is trying to KO you quickly and avoid your moves, while the Lucario player is trying to stay alive and land that KOing blow. Leaving a Lucario at a high percentage for too long will cost you the match very quickly if you are not careful. 3 stock comebacks have resulted from an opponent letting Lucario stay alive at a high percentage too long. Just because Lucario is down, doesn’t mean he is out.
Lucario has a ridiculous jab game as well as many mix ups out of jab. He can jab cancel into a plethora of moves or even just finish his jab combo for decent knock back. The third hit will always connect if you hit with the first two and don't hesitate with the third hit. Some of his better jab cancel options are; A grab (since his second jab sucks you in), a tilt, or even his side special Force Palm which doubles as a grab at close range. This makes Lucario very well equipped when he gets up close and personal. His jab mix ups also cover a ton of defensive options, so you can always cancel into a move that best suits your opponents defensive options.
Lucario is an absolute beast in the air. All his aerials are quick, can be chained easily, are impossible to punish if spaced correctly, and have a lot of range. Nair can be auto canceled into jabs, further increasing his combo ability. Dair utterly destroys anything below Lucario as well as stop all his downward momentum. Dair is very useful for edge guarding. If used correctly, Dair has an awesome stage spiking property that you can utilize.
Lucario, while excellent in the air, has a lot of trouble getting through some characters aerials. Moves with disjointed hit boxes and longer range give him a lot of trouble and almost nullify any chance of an aerial approach. You are reduced to following up your grounded strikes with your aerials (Metaknight’s, Marth’s, and Game and Watches’ aerials in particular). Heavier characters with low % vertical KO moves also give Luc trouble, as he cannot gain a damage base to KO with (Snake and u-tilt come to mind). Luc has to avoid these KO moves by spacing well, using projectiles wisely, and not putting himself in a low % KO situation.
His Projectile, Aura Sphere is one of the best in the game and one of his main KO moves. It gets bigger and stronger the more he gets damaged, ranging from the size of a softball at low percents, to a wrecking ball at max power. This is a good way for the opponent to gauge Lucario’s current power. It is quite intimidating when a high damaged Lucario has one of them stored, as getting hit by it at certain percents is a sure KO.
His smash attacks barring F-smash are pretty useless. D-smash is powerful, but slow and has little range. It is only useful for roll punishes. F-smash is a godsend. It is his main KO move and has insane range (more than Snake’s f-tilt!). It also has a tipper effect. This is his main KO move. What’s more, the IASA frames on F-smash make it hard to punish. Spaced F-smashes can create a great defensive wall that is hard to penetrate. Thus it is very spam-able with little worry about retaliation. His tilts are also all very fast and have nice range with less lag, so they are a good choice if you want to get your opponent off of you, while not suffering the lag of a smash attack.
Lucario’s biggest weakness lies in his non damaging recovery. It has a pretty slow start up and cannot damage opponents hanging on the ledge. Lucario is hardly helpless when an opponent has the ledge however. Extreme Speed allows Lucario to curve it multiple directions. He can curve it to a platform, on stage, or directly into a wall cling on flat surfaces. Dair stops all Lucario’s downward momentum, so it can be used for recovering mindgames. This can greatly aid in Luc's recovery if used right. Against characters like MK and D3, recovering can be quite a chore despite all that. Lucario doesn’t like being off the stage unless he is the one taking the opponent off and is in control.
To sum it all up, Lucario takes a lot of dedication to play. Lucario has a high learning curve and little appeal to most due to how much you must factor in to be good with him. You must also accept the fact that, at first, it is hard to gain a substantial lead most of the time. Most of your matches will most likely be nail biters where you must overcome deficits and beat your opponent in the clutch (this turns off most players to the thought of maining Luc, as they don’t do well in the clutch). Once you get to know his play style and learn the tools of the trade, he is an excellent character and you should find that those matches that were once considered clutch matches will sway in your favor most of time if you learn to use his abilities to their fullest.
Luc takes a lot of time to learn and use effectively. You must learn recovery instincts, what percentages you can chain moves (with your aura ability and your opponents %, this can be very hard as there are a lot of factors to consider), how to space his aerials perfectly, and survival instincts in general. Keeping Lucario alive is the most important thing to learn if you plan on playing him (good DI is very important here).
The Lucario player’s motto is: Take care of Lucario and he will take care of you.
LMAO made my day.Lucario is a total beast. Running with Life Orb and Swords Dance, he can decimate pretty much any pokemon in the game. Close Combat is a STAB fighting attack with 120 BP that rocks anything that doesn't resist it. Most faster sweepers are of little consequence with ExtremeSpeed allowing you outrun them for huge damage as well. Stone Edge in the final slot takes down bulky waters like Gyarados, but Crunch will allow you hit ghosts harder. Luc can also run a choice specs set to catch physical walls off-guard, Sub-Salac to get a speed boost for the sweep or good old choice band if you just want to hit things hard and get out... this makes him, hands down, one of the best Pokemon available for trainers...
... and he's pretty good in Brawl too.
Tell me about it. I've been hit many times trying to airdodge or punish this. The only thing that Wario can do is like Ftilt, but he only uses it as an anti-air move obviously, so I've pretty much given up on trying to punish it. Just get out of the way of that rediculous hitbox, then maybe try a boost smash if possible. I've killed more Lucario's with boost smash than any other character. After you figure out when those strange hitboxes end it becomes pretty much the only way to punish a properly spaced attack, before you eat an uptilt to the face.His upsmash actually can hit during the entire animation, even though it doesn't look like he is attacking.
Tell that to "trip happy" Sakurai.Extremespeed is an attack, why the hell doesn't it do damage?
sakurai doesn't care about moves unless they have stab (that's also why he made DT suck).Wow, The Lucario boards jumped on this one quick
And didnt Sakurai know Extreme Speed has 80 Base power?
Originally Posted by Blood_Hawk
When I think of SCIENCE!, one word comes to mind; SCIENCE! I can think of no other word that describes this character better.
Your goal is to build a SCIENCE! throughout the match to use against your opponent, as I believe this character is based heavily on that SCIENCE!. Lucario’s SCIENCE! attribute is a very interesting one. The damage Lucario’s SCIENCE! deal and his knock back is all dependent on his SCIENCE! percentage and his standing in the SCIENCE!. This attribute is the tool that will help you build your SCIENCE!. It affects things such as the SCIENCE! of his all his moves and the SCIENCE! of the hit box of his Aura Sphere projectile.
Lucario’s game is all about knowing when to pressure your SCIENCE! and when to back off. Lucario is like a freight of SCIENCE! in this respect. When he gets going he is hard to stop, but if he can’t get SCIENCE! he is useless. You want to stay alive as long as you can to build that SCIENCE! for his Aura ability, while dealing as much SCIENCE! as you can in the process. Lucario is no good to you if he dies at low SCIENCE! all the time. You have to keep Lucario alive long enough to be able to SCIENCE! after you damage your opponent. Lucario isn’t a character that can come back on a fresh SCIENCE! and score a quick revenge SCIENCE! unless your opponent is insanely SCIENCED!.
On the flip side, a Lucario at a high SCIENCE! is very frightening. If your opponent lets Lucario build a good SCIENCE!, he takes the chance of getting SCIENCE!ed at a relatively low SCIENCE!. This aura SCIENCE! creates a tension line between you and your opponent. Your opponent is trying to SCIENCE! you quickly and avoid your SCIENCE!, while the Lucario player is trying to SCIENCE! and land that SCIENCE!ing blow. Leaving a Lucario at a high SCIENCE! for too long will cost you the SCIENCE! very quickly if you are not careful. 3 stock SCIENCE! has resulted from an opponent letting Lucario stay alive at a high SCIENCE! too long. Just because Lucario is SCIENCE!, doesn’t mean he isn't SCIENCE!.
Lucario has a ridiculous SCIENCE! game as well as many mix ups out of SCIENCE!. He can SCIENCE! cancel into a plethora of SCIENCE! or even just finish his SCIENCE! combo for decent knock back. The third hit will always SCIENCE! if you hit with the first two and don't hesitate with the third SCIENCE!. Some of his better SCIENCE! cancel options are; A SCIENCE! (since his second SCIENCE! sucks you in), a SCIENCE!, or even his side special Force SCIENCE! which doubles as a SCIENCE! at close SCIENCE!. This makes Lucario very well equipped when he gets up close and SCIENCE!!! His SCIENCE! mix ups also cover a ton of defensive SCIENCE!, so you can always cancel into a SCIENCE! that best suits your opponents SCIENCE! options.
Lucario is an absolute SCIENCE! in the air. All his SCIENCE! are quick, can be chained easily, are impossible to punish if spaced SCIENTIFICALLY!, and have a lot of SCIENCE! Nair can be auto SCIENCE!ed into SCIENCE!, further increasing his SCIENCE! ability. SCIENCE! utterly destroys anything below Lucario as well as stop all his downward SCIENCE!. SCIENCE! is very useful for SCIENCE! guarding. If used SCIENTIFICALLY!, SCIENCE! has an awesome SCIENCE! spiking property that you can utilize.
Lucario, while SCIENCE! in the air, has a lot of trouble getting through some SCIENCE!. Moves with disjointed SCIENCE! and longer SCIENCE! give him a lot of SCIENCE! and almost nullify any chance of an SCIENTIFIC! approach. You are reduced to following up your grounded SCIENCE! with your SCIENCE! (SCIENCE'S!, SCIENCE'S!, and SCIENCE'S! SCIENCE! in particular). Heavier SCIENCE! with low SCIENCE! vertical SCIENCE! moves also give Luc trouble, as he cannot gain a SCIENCE! base to SCIENCE! with (Snake and u-tilt come to mind). Luc has to avoid these KO moves by spacing well, using SCIENCE! wisely, and not putting SCIENCE! in a low SCIENCE! situation.
His SCIENCE!, SCIENCE!! is one of the best in the SCIENCE! and one of his main SCIENCE! moves. It gets SCIENCIER! and SCIENCIER! the more he gets SCIENCED!, ranging from the size of a SCIENCE! at low SCIENCE!, to a SCIENCE! at max SCIENCE!. This is a good way for the opponent to gauge Lucario’s current SCIENCE!. It is quite intimidating when a high SCIENCED! Lucario has one of them SCIENCED!, as getting SCIENCED! by it at certain SCIENCE! is a sure SCIENCE!
His SCIENCE! barring SCIENCE! are pretty SCIENCELESS!SCIENCE! is powerful, but slow and has little SCIENCE!. It is only useful for SCIENCE! punishes. SCIENCE! is a SCIENCE! It is his main SCIENCE! move and has insane SCIENCE! (more than Snake’s SCIENCE!!). It also has a SCIENCE! effect. This is his main SCIENCE! move. What’s more, the IASA SCIENCE! on SCIENCE! make it hard to SCIENCE! Spaced SCIENCE! can create a great defensive SCIENCE! that is hard to SCIENCE! Thus it is very SCIENCE!-able with little worry about SCIENCE!. His SCIENCE! are also all very fast and have nice SCIENCE! with less SCIENCE!, so they are a good SCIENCE! if you want to get your opponent off of you, while not suffering the SCIENCE! of a SCIENCE! attack.
Lucario’s biggest SCIENCE! lies in his non SCIENCING!SCIENCE!. It has a pretty slow SCIENCE! and cannot SCIENCE! opponents hanging on the SCIENCE! Lucario is hardly SCIENCELESS! when an opponent has the SCIENCE! however. Extreme SCIENCE! allows Lucario to SCIENCE! it multiple SCIENCES!. He can SCIENCE! it to a SCIENCE!, on SCIENCE!, or directly into a SCIENCE! cling on flat SCIENCES!. SCIENCE! stops all Lucario’s downward SCIENCE!, so it can be used for recovering SCIENCE!games. This can greatly SCIENCE! in Luc's SCIENCERY! if used right. Against characters like SCIENCE! and SCIENCE!3, SCIENCING! can be quite a SCIENCE! despite all that SCIENCE! Lucario doesn’t like being off the SCIENCE! unless he is the SCIENCE! taking the opponent off and is in SCIENCE!
To sum it all up, Lucario takes a lot of SCIENCE! to play. Lucario has a high SCIENCING! curve and little SCIENCE! to most due to how much SCIENCE! you must factor in to be SCIENCE! with him. You must also accept the SCIENCE! that, at first, it is hard to gain a substantial SCIENCE! most of the time. Most of your SCIENCES! will most likely be SCIENCE! biters where you must overcome SCIENCES! and beat your opponent in the SCIENCE! (this SCIENCES! off most players to the thought of SCIENCING! Luc, as they don’t do SCIENCE! in the SCIENCE!). Once you get to know his SCIENCE! style and learn the SCIENCE! of the trade, he is an excellent character and you should find that those SCIENCES! that were once considered SCIENCE! matches will SCIENCE! in your SCIENCE! most of time if you learn to use his SCIENCES! to their SCIENCIEST!.
Luc takes a lot of SCIENCE! to SCIENCE! and use SCIENTIFICALLY!. You must learn recovery SCIENCES!, what SCIENCES! you can chain SCIENCES! (with your SCIENCE! ability and your opponents SCIENCE!, this can be very hard as there are a lot of SCIENCES! to consider), how to SCIENCE! his SCIENCE! perfectly, and survival SCIENCES! in general. Keeping Lucario SCIENCE! is the most important thing to SCIENCE! if you plan on SCIENCING! him (good SCIENCE! is very important here).
The Lucario player’s SCIENCE! is: Take SCIENCE! of Lucario and he will take SCIENCE! of you.