• Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!

    You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!

The aura should never die! A Lucario's Guide

The aura should never die! A Lucario's Guide

Game Versions
Smash 3DS, Smash Wii U


Welcome and thank you for sharing your time to read this guide!
I'll try to be as detailed and comprehensive as possible. This guide will try to cover:
  • A brief description of myself.
  • Lucario's distinctive feature, the Aura.
  • Terminology.
  • Pros and cons.
  • Moveset break-down (regular attacks, grabs, specials, dodges, movement) which will also explain deeper information, such as damage output, frame data, your options with the move, my opinion and personal experience, and if possible, some advanced tricks and options.
  • Customs (WIP!)
  • A concentrated section of advanced techniques.
  • Combos and mix-ups.
  • Match-ups.
  • Doubles (WIP!).
  • A "sources" section where you can find more extended and specific data.
  • Any other possible important topic that I likely missed. (Such as FAQs, maybe?).
The information displayed here can be obtained from many sources, such as other guides, wikis and personal experience. Of course, you are also free to send me feedback in order to grow this guide.


Before going any further, you might be asking yourself something like:
Who's this guy?
How trustful this guide can be?
Does he knows or have tested what he is saying?
How long he has been playing Smash?
This guy or this information can be trusted?
If you do, congratulations! You should always ask who's telling you the information and where do he/she get it. The more you know or recognize the person, the more trustful you feel about him/her.

My name's Enrique and I'm from Chiapas, Mexico (My mother language is Spanish, so please forgive me if my grammar or English is not correct).
I've played (and owned) every Smash since Melee (including Project M) and started playing more technically and seriously since PM (in Melee I was too young, and Brawl was more casual for me). Nowadays, I'm someone who plays for fun rather than a professional level, BUT I prefer playing by knowing some mechanics rather than "blindly" rushing to your foe. I have considered Lucario as my main fighter since his first appearance in Brawl.

From where I am, there aren't many local tourneys or many technical players. Now that I mention that, I prefer to be in contact with players with good skill so I can hone mine too. If you need precise numbers, I have a 70% or better win ratio in For Glory (Just as a reference, because playing in for glory is nothing compared to play against GOOD players). And I also stick to someone in FG if they're good enough (even if I only get beaten to pulp).

Hopefully, this information about myself can make you feel more comfortable about this guide. Also, you're free to play against me anytime, just please send me a notification you want to play and I'll gladly accept it.
My NNID is 'Eeveecario'.
To end my introduction, please feel free to support this guide, and hopefully this guide will teach you one thing or two!


The first thing you might notice about him at the beginning of a match, is that he might hit too low. You've been landing 10 strikes on your foe, and it has only dealt 20~25% damage, then Ganondorf just Up-Smash you and you're even!
Feels unfair right? But you decided to continue the fight, and your foe has damaged you a lot and you're at 150%, but hasn't been able to take out your stock. Decided to "fight for your honor" you start fighting back, and you easily KO him with an Up-Air at 80%? Just what happened?

One of the main characteristics of Lucario is the Aura mechanic, a buff which grows stronger the more damaged he is, making him a more threatening foe. Aura doesn't only makes you land stronger hits and deal more damage, all of your specials are more effective. In addition, it stack with the Rage effect.

At 0%, you'll have no Aura buff at all (and you might feel penalized for it), but at 200% 190% (or during your Final Smash), its capped at MAX. (Thanks @RT for the correction). In addition, when you're falling behind on a match, you can reach the cap of the buff at earlier damage percentage, but ONLY AGAINST human players (As noted in an in-game tip which haven't had the fortune to read it yet, thanks again @RT). BTW, the "mid-point" of the aura is around 75%, where your attacks are balanced in comparison of other fighters (also, Kirby will copy your Aura Sphere equivalent to when you have 75%, since Kirby doesn't have the aura at all).

A visual reference of the Aura buff is the blue flames emanating from Lucario's paws. The stronger and more "lively" those flames are, the stronger the aura effect is present on him.

Finally, this is a brief description list about how well he can attack (This is my opinion, you might feel different or prefer another range).
  • 0 ~ 50% - Weak but stable: The strength and knock-back of the attacks are not that much, but the combo options are wide and clear. Depending on your foe's damage, you might land your preferred "starting combo" to deal some damage. Maybe you would like to go on and receive some damage on purpose to achieve a better aura. Better try to not stay off-stage, since your recovery can't be enough to make it back if you go too far.
  • 51 ~ 90% - Balanced: The damage dealt is great and the launching power is above average, getting hit with a smash is OK and shouldn't mean a KO. You have plenty of combo options, and your off-stage game is starting to be a threat. You should be able to make it back to stage in most of the cases.
  • 91 ~ 140% - Risky and rewarding: This can be the highest damage you can achieve during a match. You can even feel comfortable in this range. Your combo options are starting to fade away, but you can still come with some. Your launching power can even match Ganondorf's (Can KO at 50% with a F-Smash). Rage effect is starting to make difference, and you SHOULD make it back when you try to recover (be careful to not get read).
  • + 140% - GLASS CANNON: Congratulations for enduring this long! At this point you should worry to keep that stock alive. At this point, charging your Aura Sphere should change of sound effects, pointing the threat you are now. Start to play safely and try to keep your range, only throw big hits if you're confident enough they will land. Even the simplest smash (or even tilt) can KO you, but land a clean smash attack or back-air to your opponent at 50% and you can be sure its a KO!
  • + 190% - The definition of PAIN itself! How did you ended surviving for too long?! ...Anyways, you've achieved the maxed aura by surviving this long (Or by using your Final Smash)! Your Aura Sphere is bigger than you, and your Force Palm is almost as half of long of Final Destination! Your smash attacks are ridiculously strong and your Back Air is your tool of destruction! Reading and countering an attack with your Double Team will hurt A LOT, and can KO your foes at early numbers! Do I really have to tell you to keep that stock alive as long as you can?

Some of the basic concepts are here.
For comfort purposes, I've ordered this concepts by relevance (and by that I mean, that if there's a concept which is needed at hand, it's next to the other if it hasn't been mentioned yet).
If you need to look for one, you can click on the table header (where the "Word" is) and it will sort it alphabetically.

Also, I might have missed some terms which are clear for me, but not so clear for you, if that happens, please feel free to notify me and I'll add it ASAP.
Word | Description.
ASAP | As Soon As Possible (For those non-English native speakers)
Frames | The "time units which smash runs". Considering this game runs at 60fps, a move which has 20 frames lag will take 1/3 seconds to recover.
DI | Directional Influence. The semi-control on the trajectory you have after receiving an attack, depending on the attack angle, and receiver weight and falling speed. For example, for horizontal attacks, holding upwards and diagonal to the opposite you'll be sent will send you a little higher but shorter; holding down (and maybe diagonally opposite to where you'll be sent) will send you lower but longer. For vertical attacks, either pressing left or right will send you in a more diagonally way. It's worth to mention, that you'll be sent the same distance, you just change your trajectory partially. The DI will be the last input read right after finishing the freeze frames.
SDI | Smash Directional Influence, also known as Hitstun shuffling. A mechanic which allows players to slightly alter the position during the freeze frames of being hit by an attack. Although it has been reduced drastically after brawl, it's important to know this if you want to escape multi-hit attacks. Can be performed by quickly tapping the stick in the direction you want to position.
AS | Aura Sphere
ASC | Aura Sphere Charge
BAS | Baby Aura Sphere, throwing the smallest AS possible.
FP | Force Palm
FPG | Force Palm Grab
FPF | Force Palm Flame
DT | Double Team
RDT | Reverse Double Team, done by inputting the direction you want to appear. This will make you travel longer and faster.
ES | Extreme Speed.
Turn-around B | The mechanic to quickly turn around, while keeping momentum before your special. To perform this, you need to input:
  • Tilt the :GCN: to the opposite direction your facing.
  • Right after that, let go the :GCN: to neutral position (Or the special you want to input).
  • Press :GCB:.
If you meant to go for a neutral :GCB: special, but got a side :GCB: one, you hold the stick for too long (and pressed :GCB: during that time). If performed on air, you'll keep any momentum you had, but facing the other side.
Reverse B | The mechanic to quickly turn around, while reversing you horizontal momentum. To perform this, you need to input:
  • Press :GCB:.
  • Then quickly tilt the :GCN: to the opposite direction you're facing.
. If you get any other special, you tilted too early, or pressed B too late. If performed in air, you'll reverse any vertical momentum. If performed on ground. You'll see the early frames of the special facing in one way, then finish the special in the other side (Useful for faints, for example, and you can perform it while running too!).
Wavebounce | The mechanic to perform both turn around and reverse B simultaneously. The result will make you reverse any horizontal momentum, but you'll be facing the same side. To perform this, you should input:
  • Tilt :GCN: to the opposite direction you're facing.
  • Quickly press :GCB:.
  • Finally, Quickly :GCN: the opposite direction you tilted in step 1.
It's a little hard to perform. And there's no sense in performing it on ground.
Knockback | The basic magnitude implemented to measure the amount of distance you'll be sent flying. It's heavily dependent on the damage dealt, current target's damage, character weight, base knockback of the move (The raw power of an attack, I.E. the home-run bat has insane base knockback), scaling knockback (how strong it scales in a damaged foe), and some other factors, such as rage, launch ratio, etc. Also for general moves, the greater the knockback, the longer you'll be stunned after getting hit.
Landing Lag | The cool-down or recovery time needed to recover from air moves which were interrupted by landing on ground. For example, a general landing lag (for every fighter) is 20 frames lag after an interrupted air-dodge.
Sakurai's Angle | A special knockback angle (361°) used for many attacks, where the angle launched depends on the knockback applied to the foe and if he/she is grounded or not. For example: Attacking a grounded foe with any move below 60 knock back value will send him at an angle of 0°, while attacking the same grounded foe with 88 knock back value will send him/her at an angle of 37°. For any knockback between 60 and 88, the angle will be calculated linearly. All aerials foes will be sent at 45°.
Air Walk | Using the Dair without having the stall effect. This can be achieved while
  • During shield-stun, Jump out horizontally, then performing a Dair. If you look like Jesus and walk on air, you know you've done it well.
  • During hit-stun (or exactly when you leave it). You can also jump out of hit-stun -> Dair too!
  • Dair -> FF. It's not as efficient as others, but can work.
  • Wind-boxes.
  • Out of shield, sliding off a platform. (although, technically it's a Dair out of hit-stun).
OoS | Out-of-Shield. The action you can perform immediately after a shield, like jumping, grabbing, rolling, etc.
Shield Drop | Dropping through the platform while shielding (and not letting it go). This technique has strict timing, and it requires a lot of practice in order to get some muscle memory since you have to put the stick between 67 ~ 70% of the way down, and hold it for 6 frames to perform it. If you tilt your shield, you did it too slow, if you spot-dodge, you made it too fast.
  • Axe method: Consist on tilting your shield all the way to the right/left, and then go down using the stick "bridges" as guides, still requires the speed tho.
  • Another way to do it is by buffering it while ASC.
    • ASC on a platform.
    • Tap down on the stick.
    • When you "hear" the tap, immediately shield.
    • DONE!
    • Full credits (and shoutout!) to @Steam!, Don't drop Lucario bro!
    Aerial attacks and actions are available as soon as you perform it, hope this stuff spice up your gameplay!


As all characters in the rooster of Smash 4, Lucario has some pros and cons, knowing your weakness and vulnerabilities can lead you to attack smarter and know when you're in danger and defend a little.

PROS:
  • The Aura: Live longer, get stronger.
  • Every stock is useful, a fresh stock means more combos are available. Or the aura stock, even if you're falling behind, you have a great chance to pull it back.
  • All his specials are useful and can be used in creative ways.
  • If you feel comfortable at ground, on air is way better.
  • Your air attacks (except for back air), are quick, meaning advantages and survival.
  • The 2nd quickest landing-lag fighter in the game.
  • Insane recovery potential, even more if there are walls. Wall jumps and wall clings are at your disposal.
  • Extreme Speed has a hit-box at the end of it and can lead to weird kills, it can also make you wall-cling.
  • A good crouch (and crawling too!).
  • Aura Sphere is quick to charge, air-charge available, can hit if charging on your foe's face, has nice size and deals nice damage and knock-back at a high aura buff.
  • Fast grabs and good throws.
  • The awesome up tilt! your foe is directly on your back? UP TILT! No need to turn around and face him.
  • Down air can help you to be airborne (not as good as brawl or PM, but its OK), and can work as air breaks (good as approaching), WON'T STALL YOU AFTER BEING KNOCKED BACK! first recover from tumble or reeling, then it will work as normal (careful not to fast fall involuntarily).
  • Decent rolling and side steps.
  • Barely above mid-weight (or gravity), meaning you can escape combos with some ease, and you wont be KO'd that fast. Click here for details.
  • All his specials and properties are meant to keep you alive. Successfully exploiting the aura buff.
  • Playing with him will teach you AT LEAST how to bait & punish, endure hits if can't be avoided, exploit walls and defensive DI/SDI. If you don't main him, at least you'll be learning defensive maneuvers.
  • Aggressive and Defensive play-style.
  • Landing a clean smash with aura is almost a KO, even at low percentages.
But, with every strong side there's a weak point, knowing this is vital and important, as it will help you when you're vulnerable or the lower-hand. (If this guide falls in wrong hands, people will know your downsides, but no worries, I'll show you how to cover them).

CONS:
  • You'll need a lot of patience, being to hasty to attack will lead you to severe punishments.
  • Lucario is more inclined to a defensive game rather than an offensive one.
  • Glass cannon at high aura, Kill or be killed.
  • More aura means less combo options.
  • Slow smash attacks, and some have a long end-lag. Since it slow, punishing a roll or spot-dodge can be easier (even without meaning to).
  • Approaching might be a pain.
  • Running speed is average or below.
  • He doesn't have an stable "On hit-KO" combo (Like Cap. Falcon or ZSS).
  • Blocking a Force Palm (even blocked) can be punished. Spot-dodging the complete attack at grab range is hard, but possible.
  • If during your Extreme Speed you hit something with your head (Like that square or irregularity on the right side of Omega Wind Hill, UUUGH HATE THAT LITTLE BLOCK!), you'll crash and fall down!
  • Also, since patch 1.0.4, landing after helpless state (after extreme speed) will punish you with severe landing lag (almost 1 second) and have a huge opening. You can avoid this by landing horizontally. While inputting diagonally downwards by touching the ground or being parallel to it during the extreme speed (don't go straight down, or you'll crash on floor, has less landing lag though, poor Lucario), this will result on an slide after ending it, preserving the hitboxes and drastically reduce your landing-lag. Just be careful not to slide off a platform, OK? Else you'll fall to your doom.
  • Double Team anything on air can lead you to strange reactions, be careful of what your countering, else you'll fall failing to counter.
  • Up-Throws can be DI (Or vectored) with some ease, breaking your setups.
  • Neutral Air has a weird hitbox, but you'll get used to it after some use.
  • Has no meteor attack.
Well, That's all the points I can come for now. If any point was unclear, I'll try explain it more deeply on the breakdown section. If you think he is worth of playing after reading this, I can assure you'll have a great time with him (Just be patient, OK?).

Probably one of the guide's section you'll spend more time, and I'll try to be as detailed and comprehensible as I can. First of all, I'll explain what info will be mentioned in this section.
  • The move to be explain
    • A gif showing the move (Full credits to @Croi, who made every one of them)
    • Description
    • Damage output w/o aura ~ Damage output w/MAX aura
    • KO percent, and default angle launched. (All of them are considering Lucario at 75%).
    • Detailed damage increase due to aura mechanics
    • Frame-data. (If available) (All info is interpreted by using this source made by @dantarion)
    • Personal opinions.
    • Advanced stuff. (Again, if available)
Oh, and this guide is focused using the gamecube controller default's control (no tap up to jump), the mechanic won't change, but the input may be easier on harder in other hardware or button layouts.
You don't really need to remember the exact frame number, is just for pointing how fast it can be and when you're vulnerable, also, since it's my interpretation I might be wrong or missing important info, so feel free to correct me.


At first, most of your time you might want to be grounded and chase on air if they're close. Fact is, both aerials and grounded attacks are equally important, and should be mixed at all times.

In case of Lucario, his grounded attacks tries to be fast, wide and/or long reaching; and his smashes are far reaching, covers a wide area and packs a ton of killing power, with the only downside of speed.

In spite of his poor jab set efficiency, he has some interesting options which can deal some serious damage and/or lead to some interesting air combos or mix-ups. He has a great grab game and strong smashes, and with the addition to keep your foe at pace with projectiles and counters, he must be respected at all times. If you don't respect him, you'll met what this aura guardian is able to.

Regular attacks

Description:
Slaps overhead downwards with one paw, then throws a straight at chest level, and finally a kick upwards.

Brief damage output:
1.65%, 1.32%, 1.98% ~ 4.25%, 3.4%, 5.1%.

KO percent:
  • Jab 1
    • Unable, 55°. (Near shoulder)
    • Unable, 80°. (Arm)
    • Unable, 80°. (Paw, Appears on F7).
  • Jab 2
    • Unable, 45°. (Near shoulder)
    • Unable, 60°. (Arm)
    • Unable, 90°. (Paw)
  • Jab 3
    • 377%, 60°.

Frame data:
| Jab 1 | Jab 2 | Jab 3
Start up at frame | F6 | F5 | F9
Active frames | 3F (F6 ~ F8) | 2F (F5 ~ F6) | 3F (F9 ~ F11)
Links to next jab at frame | F13 | F13 | N/A
Completes on | F34 | F60 | F81

Damage table:
:4lucario:| 0% |2%|29%|57%| 82% |105%|128%|150%| 173%
Jab 1| 1% |1%|2%|2%| 2% |3%|3%|3%| 4%
Jab 2 | [ 1% | 1% | 1% | 1% | 2% | 2% | 2% | 2% | 3%
Jab 3 | 1% | 2% | 2% | 2% | 3% | 3% | 4% | 4% | 4%
Chain Total | 4% | 5% | 6% | 7% | 8% | 9% | 10% | 11% | 12%

Personal opinions:
Well, it's an OK jab-combo.
  • Jab1 has a great hit-box area, starting from above and going down, so you might catch some foes above yourself.
  • Jab2 is quick and does a small front-step. But its too horizontal, that you might break the chain if you press too quickly.
  • Jab3 is a grounded, rising kick that covers foot-level to head like Jab1 but upwards.

Advanced stuff:
  • If you do a jab and then wish to do a smash or tilt, you'll have to wait until the animation has completely/nearly finished, so the chain can break and then be able to input a smash properly. Else you will continue the jab chain, or it will restart from Jab1.
  • You can perfect pivot your foe to keep them zoned while being safe.
  • Unable to do jab-locks, try N-Air instead.
  • A great option out of panic situations, where the jab is wide and keeps the foe on place for a split of second, making you able to catch up the situation and react.

Description:
Makes a small leap and throws a flying forward kick, similar to Fox.

Brief damage output:
Sweetspot (Fresh): 5.28% ~ 13.6%.
Sourspot (Late): 3.96% ~ 10.2%

KO percent:
  • Sweet-spot: 229%, 50°.
  • Sour-spot: 328%, 60°.

Frame data:
| Dash Attack
Starts up at frame | F7
Sour spot at frame | F10
Active frames | 9F (F7 ~ F15)
Completed on frame | F47

Damage Table:
:4lucario:| 0% | 2% | 19% | 36% | 45% | 70% | 92% | 99% | 113% | 128% | 135% | 156% | 178% | 185%
Fresh | 5% | 5% | 6% | 6% | 7% | 8% | 9% | 9% | 10% | 10% | 11% | 12% | 13% | 13%
Late | 3% | 4% | 4% | 5% | 5% | 6% | 6% | 7% | 7% | 8% | 8% | 9% | 9% | 10%

Personal opinion:
A great dash attack. Travel some distance, and the Knock-back angle for the sour -spot is great for air combos or grab setups depending on the situation.
Sometimes I wish dashing was a double-tap input rather than a tap, I would like to do a FTilt but I get a DA instead because for the input.

Advanced concepts:
  • This move can reach grounded opponents.
  • During the flying kick, you're immune to DK's down-B since you're not grounded.
  • At low percentage, can lead to a re-grab or a Fair.

Description:
Punches forward, when his arm has full extension, he lets out a small aura blast and retracts his arm. This move can be tilted and hits twice.

Brief damage output:
  • Hit 1: 2.64% ~ 6.8%
  • Hit 2: 3.96% ~ 10.2%
KO percent:
  • Hit 1: Unable, 80°
  • Hit 2: 235%, 361°.*

Frame data:
| F-Tilt
Start up at frame | F12
Fully extended & Small aura burst at frame | F15
Active frames | 5F (F12 ~ F16)
Completes on frame | F41


Damage table:
:4lucario:| 0% | 9% | 29% | 50% | 70% | 88% | 105% | 122% | 139% | 156% | 173% | 190%
Forward tilt | 6% | 7% | 8% | 9% | 10% | 11% | 12% | 13% | 14% | 15% | 16% | 17%

Personal opinions:
It's actually a good move, semi-fast, has good range and KO potential, but can be punished even at the longest range is blocked.
Great for pivot and edge-guard, but if your opponent is trying to grab it, I would recommend D-Air instead. Then again, it depends on the situation.
Also it can be used to punch projectiles (don't try it with Samus' Charged Shot, you'll lose) if you don't mean to use your shield.

Advanced concepts:
  • Quick and far (maybe slighter than a Fsmash).
  • You can tilt it upwards or downwards.
  • Has a lot of spacing potential.
  • If spaced correctly, it's almost safe to poke your enemy's shield.
  • Punch projectiles within a 9% range, for example ZSS' paralyzer can be punched with the small blast at low %, and you'll prioritize it at 15%.
  • Running through your opponent, then pivot-cancel to F-Tilt is a good options, most people expect a grab or dash attack, and since it hits twice, your foe might drop his/her shield before time.
  • Ftilt - downwards can hit opponents grabbing on the ledge.

Description:
Kicks in an arc motion above him. Quick, wide and relatively safe.

Brief damage output:
  • Sweet-spot (Foot, visual arc): 3.96% ~ 10.2%.
  • Sour-spot (Leg): 3.3% ~ 8.5%.

KO percent:
  • Sweet-spot: 224%, 96°.
  • Sour-spot: 267%, 96°.

Frame data:
| Up Tilt
Starts up at frame | F6
Active frames: | 8F (F6 ~ F13)
Completes at frame: | F37
Damage Chart:
:4lucario: | 0% | 2% | 27% | 36% | 70% | 99% | 105% | 128% | 139% | 156% | 173% | 185%
Sweetspot | 3% | 4% | 4% | 5% | 6% | 7% | 7% | 8% | 8% | 9% | 9% | 10%
Sourspot | 3% | 3% | 4% | 4% | 5% | 5% | 6% | 6% | 7% | 7% | 8% | 8%
Personal opinion:
Probably one of the best move at your disposal. Quick, relatively safe and covers most of your surroundings. If your foe is directly on your back, instead of turning around and jab, you can up tilt to hit them. Even if whiffed, it's hard to punish. Has combo potential (even more if you hit from the back front side).

Advanced concepts:
  • As fast as a jab when you're not facing to your foe.
  • UTilt will always start from Lucario's back.
  • Against a mid-weight, fresh foe, you can always chain this move twice, after that, it depends on your foe if it will true combo or not.
  • Against fast faller, the chain will be longer.
  • If your foe has a quick aerial move, you can shield safely after lading an UTilt, if they counter with that move, most of the cases will trigger a perfect shield, and you will be able to UTilt again.
    • You can keep going until your foe learns the lesson, or the chain isn't viable anymore.
  • If your foe doesn't have a quick aerial option. They're forced to air-dodge or double jump to escape.
    • You can actually bait a slower attack and DT in response, and maybe extending the combo a little more.
  • Be careful though, the timing can be hard, and clashing against another attack will mostly make you lose the trade.

Description:
Throws a low kick that sends out a little aura blast. Presumably it has a set knock-back power independent to your aura.

Brief damage output:
3.3% ~ 8.5%

KO percent:
316%, 60°.

Frame data:
| Down Tilt
Starts up at frame | F9
Hit-lag | 1F
Active frames | 4F (F9 ~ F12)
Completes at frame | F29
Damage chart:
:4lucario:| 0% | 27% | 70% | 105% | 139% | 173%
Down Tilt | 3% | 4% | 5% | 6% | 7% | 8%
Personal opinions:
It has a weird hit-box, foes directly behind you will get hit too. It's also quick, but the hit-box is too small and its close to Lucario's butt, so close that I prefer using jabs. Also, it seems that the knock-back power of this move is kind of stable.

It seems to pop off in the air your opponents at a fixed distance without relying to much on your aura (as knock-back power, in damage output it grows), but I could be wrong (mostly will).

Advanced concepts:
  • Quick to throw and recover.
  • Can poke your foe's shield relatively safe.
  • Has a trip rate of 40% as obtained from here, but since the move sends your foe on the air, I haven't seen my foe tripping, need more tests.
  • It only has 1 hurtbox.
Smash attacks:



Description:
Extend your upper body forward while firmly grounded, while unleashing an aura blast forward with your paws. The visuals make it seems like the attack has more range that it does.

Brief damage output:
  • Front Smash (Uncharged)
    • Sweetspot (Clean): 10.56% ~ 27.2%
    • Sourspot (Late): 8.58% ~ 22.1%
  • Front Smash (Fully Charged)
    • Sweetspot (Clean): 14.78% ~ 38.08%
    • Sourspot (Late): 12.01% ~ 30.94%
KO percent:
  • Sweet-spot: 87%, 361°.*
  • Sour-spot: 111%, 361°.*

Frame data:
| Front Smash (Fsmash)
Begin to charge at frame | F2
Start up at frame | F22
Aura blast at frame | 2F after the stage before, (Synchronized) F24+
Active frames | 4+F (F22 ~ F25+)
Completes on frames | F57+

  • Damage table (Uncharged):
:4lucario:| 0% | 6% | 7% | 19% | 23% | 32% | 39% | 45% | 55% | 58% | 70% | 81% | 84% | 92% | 97% | 103% | 110% | 113% | 123% | 124% | 135% | 136% | 145% | 150% | 156% | 163% | 167% | 176% | 178% | 188% | 189%
Sweetspot | 10% | 11% | 11% | 12% | 12% | 13% | 13% | 14% | 14% | 15% | 16% | 17% | 17% | 18% | 18% | 19% | 19% | 20% | 20% | 21% | 22% | 23% | 23% | 23% | 24% | 24% | 25% | 25% | 26% | 27% | 27%
Sourspot | 8% | 8% | 9% | 9% | 10% | 10% | 11% | 11% | 12% | 13% | 13% | 13% | 14% | 14% | 15% | 15% | 16% | 16% | 17% | 17% | 17% | 18% | 18% | 19% | 19% | 20% | 20% | 21% | 21% | 21% | 22%

  • Damage table (Charged):
:4lucario:| 0% | 2% | 12% | 21% | 23% | 30% | 34% | 39% | 46% | 48% | 57% | 58% | 67% | 68% | 75% | 78% | 83% | 87% | 90% | 97% | 98% | 106% | 113% | 116% | 121% | 125% | 129% | 135% | 136% | 144% | 152% | 153% | 159% | 163% | 167% | 172% | 175% | 182% | 190%
Sweet spot | 14% | 15% | 16% | 17% | 17% | 18% | 18% | 19% | 19% | 20% | 20% | 21% | 22% | 22% | 23% | 23% | 24% | 24% | 25% | 25% | 26% | 27% | 28% | 28% | 29% | 29% | 30% | 30% | 31% | 32% | 33% | 33% | 34% | 34% | 35% | 35% | 36% | 37% | 38%
Sour spot | 12% | 12% | 13% | 13% | 14% | 14% | 15% | 15% | 16% | 16% | 17% | 17% | 17% | 18% | 18% | 19% | 19% | 20% | 20% | 21% | 21% | 22% | 22% | 23% | 23% | 24% | 24% | 25% | 25% | 26% | 26% | 27% | 27% | 28% | 28% | 29% | 29% | 30% | 30%
Personal Opinions:
A slow-but-hard smash, visuals may lie to you on range, but not that much (Try Force Palm instead, those visuals are a lie). Maaaaaybe not the best option to punish someone quickly, but completely worth of it if you can enough time. If you are sure you read a roll or a landing lag, go all out.
If you have high aura, you can KO your foes easily near the edges. (Be careful not to die on the fly).
In comparison of the Dsmash, is as quick as it, but has better range and ending lag.
Advanced concepts:
  • Try to exploit the aura blast. Since it's not your actual body, zoning with it is "safe" from trades, but it can clash.
  • If you whiff this attack while attempting to read an approach, OR if your opponent blocked it and you have high aura, try doing another one in a row. Foes might be caught off-guard, but do it rarely, else you will get punished quickly.
  • Since it's slow at start-up, it's not a good option to KO someone if you want speed. Foes that likes to spot dodge can be punished with this (even without meaning to, due to the slow-start).

Description:
Lucario crouches a bit, then throws a upward punch above his head while unleashing a small aura burst.
Brief damage output:
  • Up Smash (Uncharged)
    • First hit (Adjacent): 2.64% ~ 6.8%
    • Sweetspot (Fresh 2nd hit): 9.24% ~ 23.8%
    • Sourspot (Late 2nd hit): 5.94% ~ 15.3%
  • Up Smash (Fully Charged)
    • First hit (Adjacent): 3.70% ~ 9.52%
    • Sweetspot (Fresh 2nd hit): 12.94% ~ 33.32%)
    • Sourspot (Late 2nd hit): 8.32% ~ 21.42%
KO percent:
  • Hit 1: Unable, 100°.
  • Hit 2 Sweet-spot: 121%, 83°.
  • Hit 2 Sour-spot: 142%, 83°.

Frame data:
| Up Smash (Usmash)
Begin to charge at frame | F15
Start up at frame | F16
Aura blast at frame | F19
Active frames | 7F (F16 ~ F23, empty frame at F18)
Completes on frames | F75

Damage table (Uncharged & both hits clean):
:4lucario: | 0% | 2% | 13% | 25% | 36% | 48% | 59% | 70% | 80% | 90% | 99% | 109% | 118% | 128% | 137% | 147% | 156% | 166% | 175% | 185%
Damage output| 11% | 12% | 13% | 14% | 15% | 16% | 17% | 18% | 19% | 20% | 21% | 22% | 23% | 24% | 25% | 26% | 27% | 28% | 29% | 30%

Damage table (Charged & both hits clean):
:4lucario:| 0% | 4% | 12% | 20% | 28% | 36% | 44% | 53% | 61% | 69% | 76% | 83% | 90% | 96% | 103% | 110% | 117% | 124% | 130% | 137% | 144% | 151% | 158% | 164% | 171% | 178% | 185%
Damage output | 16% | 17% | 18% | 19% | 20% | 21% | 22% | 23% | 24% | 25% | 26% | 27% | 28% | 29% | 30% | 31% | 32% | 33% | 34% | 35% | 36% | 37% | 38% | 39% | 40% | 47% | 42%

Personal Opinions:
Maybe the best option you can choose for quick punishes. Those hit-boxes adjacent to you are exceptional, fast (when you release the charge) and links to the up-smash with ease. Reading rolls, dodging a hit, or even OoS (Out of Shield) will put you on an advantage if landed.
Don't pull this move too often, or you will get punished since it has some ending-lag, even blocking it can leave you open.

Advanced concepts:
  • U-smash while running will slide you a little (you don't slide as far as other characters, but those adjacent hit-boxes can pull your foe enough to land a clean hit).
  • OoS Usmash can help you at low aura and start air combos.
  • Same with your aura charge. If you happen to catch your foe while charging the aura and it's close to you, use:
    • :GCRT: Shield cancel to your aura charge.
    • :GCY:Jump while shielding
    • tap :GCU:+:GCA:. Quickly cancel the jump to Usmash.
  • In the point above, the inputs have to be quick AND in order (don't worry, is not that hard to pull off). By the way,You'll be using this move often, so try to become familiar with it (It really works, trust me). This will be explained further ahead.
  • Usmash makes you crouch a little before unleashing it, compacting hurt-boxes, use this to dodge air or high attacks.

Description:
Unleash aura blasts at foot level from both sides at the same time.

Brief damage output:
  • Down smash (Uncharged): 9.24% ~ 23.8%
  • Down smash (Charged): 12.94% ~ 33.32%
KO percents:
112%, 33°.

Frame data:
| Down Smash (Dsmash)
Begin to charge at frame | F2
Start up at frame | F19
Active frames | 3F (Synchronized)
Completes on frames | F51
Damage table:
  • Uncharged table:
:4lucario:| 0% | 12% | 26% | 41% | 56% | 70% | 83% | 95% | 107% | 119% | 132% | 144% | 156% | 168% | 181%
Damage output | 9% | 10% | 11% | 12% | 13% | 14% | 15% | 16% | 17% | 18% | 19% | 20% | 21% | 22% | 23%
  • Charged table:
:4lucario:| 0% | 1% | 12% | 22% | 33% | 43% | 54% | 64% | 74% | 83% | 91% | 100% | 109% | 118% | 126% | 135% | 144% | 153% | 161% | 170% | 179% | 188%
Damage output | 12% | 13% | 14% | 15% | 16% | 17% | 18% | 19% | 20% | 21% | 22% | 23% | 24% | 25% | 26% | 27% | 28% | 29% | 30% | 31% | 32% | 33%
Personal opinion:
Slow, but wide. Rolls can be easily punished with this. Since it fires at both sides at the same time, you don't have to worry if your foe is in front or behind. Be careful though, it has more ending-lag than the Fsmash.
Advanced techniques:
  • DSmash can only punish some characters ledge-grabs, depending on how they hang on the edge.
  • Being extremely close to Lucario will whiff this move.
Grabs & Throws




Description:
Lucario open wide his arms, then extends them.
Brief damage output:
0.66% ~ 1.7%
Frame table:
  • Grabs
| Grab | Dash Grab | Pivot Grab
Start up at frame | F6 | F8 | F9
Active frames | 2F (Synchronized) | 2F (Synchronized) | F2 (Synchronized)
Completes on frames | F28 | F35 | F33
  • Pummel
| Pummel
Start up at frame | F2
Active frames | 1F (Synchronized)
Completes on frame | F8
You have a small window, where you have to wait a little after a pummel, in order to throw. Lucario doesn't have a wide window, and you might not notice it at all, but for other characters (Megaman, for example) have to wait longer to throw.

Personal opinion:
Well... consciously or not, I have a bad habit to grab a lot. Approaching and combo-ing as Lucario can be difficult at first, but his grabbing is quite fast and he has the fastest pummel in the game. At high aura, it may be the fastest was to dish damage to your opponent, and it can lead to combo options.

Advanced Techniques:
  • Don't grab to often, you'll get read soon or later.
  • If you're getting read, try running past your opponent, then pivot grab him/her.
  • Don't throw to the same direction all the time! (And by that I mean throwing UP! (or down, your choice). For the sake of gaming, please mix it up! Else you'll hardly land combos and get punished easier.
  • Always have in mind a grab possibility in mid-combos.
  • Remember the 1-second rule, you can't grab your foe unless a complete second has passed! (No chain grabs here, sorry).
Throws:
As for throws, the raw frame data is kind of hard to understand what it means, so incomplete data will be shown.
Description:
A simple and fast, one inch-punch to the gut. It can't hit other foes.

Brief damage output:
5.28% ~ 13.6%

KO percents:
275%, 361°.*

Frame data:
To be comprehended... =(

Damage table:
:4lucario:| 0% | 19% | 45% | 70% | 92% | 113% | 135% | 156% | 178% 5% | 6% | 7% | 8% | 9% | 10% | 11% | 12% | 13%

Personal opinion:
Decent knock-back power, and you can recover fast. Great if you want to throw your opponent and then try a follow-up by surprise. It also looks damn cool!
I consider this move as a surprise move rather than a raw KO option (but can work as well).

Advanced techniques:
  • Throw quickly right after you grabbed them at foe's low damage, this might surprise your foe, failing to tech the fall and give you an almost free AS shot.
  • Use this throw in unexpected moments. You'll have a moment advantage.
  • It can give you that needed space if you want to charge your AS.
Description:
Lucario turns around while slamming the opponent backwards to the ground.

Brief damage output:
6.6% ~ 17%

KO percents:
246%, 40°.

Frame data:
To be comprehended... =(

Damage table:
:4lucario:| 0% | 9% | 29% | 50% | 70% | 88% | 105% | 122% | 139% | 156% | 169% | 190% 6% | 7% | 8% | 9% | 10% | 11% | 12% | 13% | 14% | 15% | 16% | 17%

Personal opinion:
Has more raw KO potential than a Fthrow. If your foe is kind of fresh (40+%), the fall might be quick enough to him to fail the tech, granting you a dash-attack, a AS, or a FP most of the times.

Advanced techniques:
  • Use this as an second alternative to UpThrow, might catch your foe by surprise.
  • Has a great raw KO potential.
  • This throw can work excellent after a pivot grab, and can give you a momentum advantage due to the surprising factor.
  • Experiment with it, you can find some interesting results or set-ups with it.
Description:
Throws an uppercut, then launch the foe upwards.

Brief damage output:
  • Hit 1: 3.3% ~ 8.5%
  • Throw: 3.96% ~ 10.2%
KO percent:
  • Hit: 122%, 361°.*
  • Throw: 305%, 88°. (lol)

Frame data:
To be comprehended... =(

Damage table:
:4lucario:| 0% | 14% | 33% | 52% | 70% | 86% | 102% | 117% | 133% | 148% | 164% | 180%
Up Throw | 7% | 8% | 9% | 10% | 11% | 12% | 13% | 14% | 15% | 16% | 17% | 18%
:4lucario: | 0% | 2% | 27% | 36% | 70% | 99% | 105% | 128% | 139% | 156% | 173% | 185%

Hit 1| 3% | 3% | 4% | 4% | 5% | 5% | 6% | 6% | 7% | 7% | 8% | 8%
Hit 2| 3% | 4% | 4% | 5% | 6% | 7% | 7% | 8% | 8% | 9% | 9% | 10%


Personal opinion:
Holy ***t, the best throw you can have. I can even bet you'll be using this throw a lot!
Has decent KO potential, but at a fresh stock it can set-up air combos with ease! deals great damage, It look bad-ass and hits twice! Oh, and if you have more than one foe, the uppercut has a hit-box with great KO potential, making you some room for the coming air combos. Even the uppercut is more dangerous than the actual throw!
Have I mentioned that you can break the Rosa-Luma pairing with ease?
The only counter you have to this, is if your foe DI to your back, you won't be able to follow up, use with caution!

Advanced techniques:
  • Don't use it all the time! People will start to DI to your back, avoiding air follow ups.
  • Use an up-throw at the beginning of a match and see what your opponent does. This might show you what kind of foe you're facing.
    • Air-dodges or counters a lot: Wait and punish them with a smash, preferentially a Usmash or a Fsmash. *An escapist, roller or pace-maker*.
    • Attack ASAP (As Soon As Possible): Double-Team or shield, then follow up with air-combos if possible. *Aggressive or hasty*
    • Jumps out: Try to follow them up with air attacks, they'll have to air-dodge, Up-B or attack ASAP if they get stuck (unless they have multiple ones). *Spacers or defensive players*
    • Of course, a good player will try to mix it up, so keep focused on his moves and try to read!
  • Used a lot of Up throws recently? Try forward or backward throws, they might get caught off-guard.
  • Up throw is harder to DI than a down throw.
  • Want to see where is your foe DI-ing? Use down-throw instead.
  • If fighting a Rosa-Luma, break their close pairing with an up throw. The upper will hit Luma, sending it flying away, and Rosalina will be on her own.
  • Same thing happens to anyone who get caught with the upper.
  • The upper has more KO potential than the actual throw. But the throw cancels the upper momentum. (Meaning that the one you actually grabbed will only get damage from the upper, and the momentum & damage from the throw).
  • Experiment with it, you can find some interesting results.

  • Maybe more stuff which forgot to mention or don't know.
Description:
Lucario slams the opponent to the ground, bouncing them away.

Brief damage output:
4.62% ~ 11.9%

KO percent:
491%, 88°.

Frame data:
To be comprehended... =(

Damage table:

:4lucario:| 0% | 12% | 41% | 70% | 95% | 119% | 144% | 168% 4% | 5% | 6% | 7% | 8% | 9% | 10% | 11%

Personal opinion:
The rarest throw I ever use. If I use it, it's only to unbalance the foe and for checking where he is DI-ing, so I might be able to react and punish the next time. It's still good and won't send the foe flying to much, but since it is DI with ease, I don't use it too much.

Advanced techniques:
  • Use it as a counter to a DI to your back, foes will be sent more backwards with a potential of a Bair.
  • Or you can use it to see where your opponent is DI, use it twice or thrice to force a DI change or a read.
  • Experiment with it, you can find some interesting results or set-ups with it.
Recoveries
The last option of ground attacks, these are performed within a certain condition, such as tripped or failed a landing tech. You won't be using this a lot, but since knowing is power, it doesn't hurt to know your possibilities.
Description: (To be added, haven't focused on how he performs it in detail)
Brief damage output: 4.62% ~ 11.9%
Frame data: (Not available yet)
Damage table: (Not available)

He's definitively someone to be feared on air, period. Don't respect him and you'll be in front of a wall of pain, blasting off at low percentage.

Not convinced yet? Well, it can even face Jigglypuff air-game, not exactly as mobility or zoning, but in combos, priorities, power and recovery potential, he has a huge arsenal ready to be wisely used.

Thanks to his jump height, good air speed, and his variable recovery distance, he can go far from land and be able to make it back with almost no problem at all, and he can
maintain airborne for a while, exploiting his aerials with ease.

In other words, he can pursuit you to hell, slap your butt, punch you in the face, make you kiss the stage, jump on you, watch closely how you desperately fail to recover, and finally make it back to ground. All of this can be done in ONE SINGLE hop off the stage. Oh, and did I mention he can recover even without the need of using his double jump? (OK, maybe he will need it, but he HAS the potential to do all of this, no kidding).

If this is not enough, then I don't know what you're expecting (actually fly?), but his air-game is something that must be respected, even yourself.
If you know your limits and your possibilities, you'll be able to do wonders in any place of the battlefield, and make it back alive (or keep going and show some style for a stock).

Some general tips to have a better air game:
  • READ! Expecting an air-dodge or attack can lead to some severe punishment.
  • BAIT! Forcing your foe to make moves you expect can create opportunities.
  • USE THE C-STICK (if available)! Moving and attacking at the same time is crucial in an air-game. Sometimes you'll wish a BAir while going forwards.
  • FAST FALL (FF)! Exploit your landing! :4lucario: has one of the best landings in the game. Mixing air and ground can outcome your foe!
  • GRAB! Always have in mind a grab possibility to send your foe back on air!
  • USE WALLS! Jumping out of walls can extend your air-time and bring down your foe!
  • TECH! Trades can happen at all times! Be ready the worst!
  • ENDURE! Whiffs and dodges are always present, if missed a hit and left yourself open, get ready to DI!
  • RESPECT! Rushing mindlessly to your foe can be a world of pain! Respect your foe and he'll respect yourself!
  • IMPROVISE! :4lucario: can be a beast on air if used wisely and with creativity! Using the same move over and over can kill your chances!


Description:
Angles a little forward, extend his arms at shoulder level, then spin around while emitting an aura flame. This move can hit twice.

Brief damage output:
  • Hit 1: 5.28% ~ 13.6%
  • Hit 2: 3.96% ~ 10.2%
KO percents:
  • Hit 1: 218%, 361°.*
  • Hit 2: 278%, 361°.*
Frame data:
Nair | Frame
Starts at: | F8
Second hit at: | F22
Active frames: | 12F (F8 ~ F11, F22 ~ F30)
Completes on: | F39 *not confirmed
Landing lag: | 9F (very short)
Landing lag starts at: | F8 *not confirmed
Damage table:
:4lucario: | 0% | 2% | 19% | 36% | 45% | 70% | 92% | 99% | 113% | 128% | 135% | 156% | 178% | 185%
Hit 1 | 5% | 5% | 6% | 6% | 7% | 8% | 9% | 9% | 10% | 10% | 11% | 12% | 13% | 13%
Hit 2 | 3% | 4% | 4% | 5% | 5% | 6% | 6% | 7% | 7% | 8% | 8% | 9% | 9% | 10%
Personal opinion:
Although is not as comfortable as a sex kick, it's actually good awesome!. Semi-fast, surrounds yourself and has excellent landing lag, the only problem I had was the weird hit-box, but nothing practice can't fix.
Although it can hit twice, landing both is extremely hard or impossible, and is dependent of your foe's fighter. Don't worry too much about landing both hits.

Advanced techniques:
  • The fastest NAir (with the exception of Megaman) in the game.
  • Before you land, you can use this to make safe your landing, be careful since if being blocked it leaves you vulnerable to grabs for a tiny amount of time.
  • Move! It's great for escapes or approaches near ground.
  • Try approaching from air with SH (Short Hop) -> (FAir) -> NAir.
  • If you whiff a FAir, try a NAir, if you're looking for combos.
  • Try to end a combo with a NAir instead of a FAir if other moves are not possible to land, then fast fall and try to set-up your next offensive.
  • Landing both hits requires you to be extremely close to your foe.
  • Big characters such as :4bowser: or :4dk:, or fast fallers, are easier to land both hits, but you'll surely want to do another move.
  • If you're under a platform, approach with NAir, has a tripping chance potential. If you whiff, you'll recover fast.
  • NAir -> Fast Fall is extremely good to move around and approach, i you foe doubt when you'll approach. Be alert and quickly follow up with any other move!

Description:
Throws a kick in an upward motion, reaching his face level

Brief damage output:
3.92% ~ 10.2%

KO percent:
314%, 64°.

Frame data:
FAir | Frame
Starts at: | F7
Active frames: | 2F (F7 ~ F8)
Completes on: | F28 *not confirmed
Landing lag: | 18F
Landing lag starts at: | F2 *not confirmed
Damage table:
:4lucario: | 0% | 2% | 36% | 70% | 99% | 128% | 156% | 185%
Hit 1 | 3% | 4% | 5% | 6% | 7% | 8% | 9% | 10%
Personal opinion:
Shu-Pow! Right in the face and get ready for the next one!
A semi-quick kick that covers from foot to face level with his leg completely extended. His main strength is his recovering (not landing), one of the shortest FAir in the game, I'll bet you'll be using this a lot.

Advanced techniques:
  • An excellent combo extender.
  • At fresh stocks, this move can chain to another one.
  • If close to the ground, use a NAir instead. Otherwise you'll have more landing lag and your foe will have more time to react.
  • Send your foe diagonally upwards, so you'll mostly use your double jump.
  • The knock-back might set-you up for an up air.
  • Perfect to KO your foes prematurely (also know as gimp KO).
  • You can actually AS charge -> OoS FAir if your foe tries to escape from the front side, but grabbing is a better option.

Description:
Unleash a small aura burst behind him, then twist back.

Brief damage output:
  • Sweetspot: 9.92% ~ 25.5%
  • Sourspot: 5.94% ~ 15.3%
KO percent:
109%, 361°*.​
Frame data:
BAir | Frame
Starts at: | F16
Sourspot at: | 2F After (Synchronous)
Active frames: | 4F (F16 ~ F19)
Completes on: | F40 *not confirmed
Landing lag: | 15F
Landing lag starts at: | F4 *not confirmed
Damage table:
:4lucario: | 0% | 2% | 16% | 29% | 43% | 57% | 70% | 82% | 93% | 105% | 116% | 128% | 139% | 150% | 162% | 173% | 185%
Sweetspot | 9% | 10% | 11% | 12% | 13% | 14% | 15% | 16% | 17% | 18% | 19% | 20% | 21% | 22% | 23% | 24% | 25%

(Not an official table, calculated and requires confirmation)
:4lucario:| 0% | 2% | 22% | 42% | 63% | 83% | 103% | 124% | 144% | 164% | 184%
Sourspot | 5% | 6% | 7% | 8% | 9% | 10% | 11% | 12% | 13% | 14% | 15%

Personal opinion:
Get ready to start timing this properly, since it's a strong option to KO an opponent.
It's a great move, and if your familiar with :4falcon:, the timing is exactly 2 frames after a knee of justice (Keep this in mind). Extremely powerful at high aura.

Advanced techniques:
  • The strongest BAir in the game, one of the strongest aerials when :4lucario: reaches full aura.
  • Sweetspoting is strongly dependent of timing rather than hit-boxes.
  • The sourspot happens if you hit late, and it's located on the aura burst. The punch hit-box is removed by this time.
  • R-BAirs (Reverse Back Airs) are a strong option for edge-guard falling enemies, follow up a throw, or dealing a strong blow while running at a foe.
    • You can do this while running, dashing or standing; then quickly tap the opposite direction (like pivoting) then immediately jump.
    • You'll keep any momentum, but jumping backwards.
  • You can also attempt to stage-spike your foes if they try to recover from under the edge, or they are vulnerable while they're hanging.
  • Another option is a FF'ed BAir near ground level, timing is a pain but if successful, this might lead to awesome results.
  • Anticipate any air-approaches with this.
  • Once again, the small aura burst will help a lot, giving you the upper hand on trades.
  • If you wall-cling and you can make it back to the stage with a wall-cling jump or wall-jump, try using a BAir to make it back to the ground (or Up Air, depends).

Description:
Thrust his leg upwards while unleashing a tiny aura blast.

Brief damage output:
  • Sweet-spot: 7.26% ~ 18.7%
  • Sour-spot: 3.96% ~ 10.2%
KO percents:
  • Sweet-spot: 150%, 90°.
  • Sour-spot: 256%, 90°.
Frame data:
UAir | Frame
Starts at: | F10
Sourspot at: | 2F After (Synchronous)
Active frames: | 6F (F10 ~ F15)
Completes on: | F29 *not confirmed
Landing lag: | 22F
Landing lag starts at: | F2 *not confirmed
Damage table:
:4lucario: | 0% | 2% | 15% | 33% | 36% | 52% | 70% | 86% | 99% | 102% | 117% | 128% | 133% | 148% | 156% | 164% | 180% | 185%
Sweetspot | 7% | 7% | 8% | 9% | 9% | 10% | 11% | 12% | 12% | 13% | 14% | 14% | 15% | 16% | 16% | 17% | 18% | 18%
Sourspot | 3% | 4% | 4% | 4% | 5% | 5% | 6% | 6% | 7% | 7% | 7% | 8% | 8% | 8% | 9% | 9% | 9% | 10%

Personal opinion:
OK, it's not as good as others fighters in the games in terms of range... but hits damn hard!
It's relatively small and hard to land, but it has high-rewards if landed. If timed correctly, it can net some KO's at early percentages, even at low aura (now imagine with max power...). Great for knocking-off foes who are trying to edge-guard.

Advanced techniques:
  • One of the strongest aerials in the game when :4lucario: reaches full aura.
  • Sweetspoting is strongly dependent of timing rather than hit-boxes.
  • The sourspot happens if you hit late, and has a bigger hit-box in comparison of the sweet-spot.
  • Up Throw -> Up Air can KO foes around 90% ~ 100% without aura.
  • Double jump if needed.
  • Around 40% ~ 50%, it's possible to chain 2 Up Airs after an Up throw.
  • Great for empty-falling opponents.
  • If you wall-cling and can make it back to the stage with a wall-cling jump or wall-jump, try using an Up Air to return to the ground (or BAir, depends).
  • It's a great move, so try experimenting with it.

Description:
Throws two consecutive kicks downwards while firing aura bursts.

Brief damage output:
  • Hit 1: 3.3% ~ 8.5%
  • Hit 2: 3.96% ~ 10.2%
KO percent:
  • Unable, 80°.
  • 200%, 361°.*
Frame data:
DAir | Frame
Starts at: | F4
Second hit at: | F11
Active frames: | 4F (F4 ~ F5, F11 ~ F12) (Synchronous)
Completes on: | F25 *not confirmed
Landing lag: | 9F
Landing lag starts at: | F2 *not confirmed
Damage table:
:4lucario:| 0% | 14% | 33% | 52% | 70% | 86% | 102% | 117% | 133% | 148% | 164% | 180%
Both hits | 7% | 8% | 9% | 10% | 11% | 12% | 13% | 14% | 15% | 16% | 17% | 18%
:4lucario: | 0% | 2% | 27% | 36% | 70% | 99% | 105% | 128% | 139% | 156% | 173% | 185%
Hit 1| 3% | 3% | 4% | 4% | 5% | 5% | 6% | 6% | 7% | 7% | 8% | 8%
Hit 2| 3% | 4% | 4% | 5% | 6% | 7% | 7% | 8% | 8% | 9% | 9% | 10%

Personal opinion:
At first, this move might feel awkward to you, since it's not fluid as any other move. But trust me, is quite handy. It is kind of hard to describe, so please hold on.
It resets your air momentum to 0, halt you on air, then kicks twice downward, then restore momentum (remember it was reset to 0). It resets your momentum ONLY WHEN YOU'RE IN COMPLETE CONTROL (and by thus I mean no reeling or being launched, else you'll keep it) and (possibly) once per air-time, trying again will only reset your momentum half of the time (for one kick, not both).

Feels awkward, but being creative with this move can potentially increase your game-play during a match. Check the advanced techniques for some tips.

Advanced techniques:
  • Shortest DAir lag in the game.
  • The first hit has no launching power, but has hit-stun in order to make the second hit land easier.
  • The second hit has great KO potential.
  • It's possible to whiff any of both hits.
    • There's a combo where you intentionally whiff the second hit. Doing a DAirs close to ground, while whiffing the second hit can chain to another DAir. Performing this combo is very hard to intentionally do.
  • Stay alert! You might whiff the second blow and follow up.
  • Excellent to cancel jump momentum.
  • Great as an approaching option.
    • Jump close to your foe, then DAir.
    • Landing will recover you quickly, attempting a follow-up.
  • If your foe air-dodged a FAir, try a DAir if possible.
  • Exploit the reset as best as possible. Can lead to air-mind games.
  • AS -> Shield jump -> DAir can work if the foe is attempting to escape away from your back.
  • It's a great move, so try experimenting with it.

Some important tools of a fighter are his/her specials, and varies from every fighter on the roster. Some specials can limit your foe's options (zoning), some other helps you recover, deal damage to your opponent, KO your opponent, etc.

For comfort, the special mapping will do something related to that direction with the exception of Down B. For example, Up B will help you gain some height in order to recover and make it back to the fight, Side B will do something to that direction, and so on. Of course, specials varies from fighter to fighter, some even are able to recover with another special.

Now that you know what (basically) is a special, we'll start talking about :4lucario: fearsome, versatile, and awesome arsenal. Keep in mind using the right special at the right time (NOT NECESSARILY SPAMMING IT) can turn the tides to your favor, and, in the case of :4lucario:, grows stronger or works better at high aura.



Description:
An spherical aura projectile that can be charged before thrown, which travels straight ahead. Can be performed in air and ground.
Aura raises damage and size.

UPDATE 1.1.3:
As for this update, ASC was slightly (yet really noticeable at first glance) altered. Angle was raised a bit, knockback growth was lowered, and hitlag modifier was altered from 1.00x (normal) -> 0.78x. This means (in short) that you'll have less time to combo ASC -> JCUsmash because people are "less time" stuck on ASC, you have to react faster.
Once again, I say this is very noticeable "at first glance", but once you get used to it, you'll feel OK with it. Don't lose hope! Speed improvement definitely helps a lot to set ASC easier now!

And I find really hilarious that ASC was buffed while on Mega-Lucario.

Brief damage output:
11.385% ~ 29.325%

KO percents:
  • ASC: 872%, -80°- 83°.
  • AS uncharged: 458%, 361°.*
  • AS charged: 93%, 47°.

Frame data:
| Aura Sphere
Start charging at | F12
Can interrupt the charge after | F13
Completely charges at frame | F104
Fire projectile at frame | F20
Completes at frame | F62

Damage table:
:4lucario: | 0% | 8% | 14% | 20% | 32% | 44% | 56% | 68% | 73% | 78% | 88% | 98% | 108% | 118% | 123% | 128% | 138% | 148% | 157% | 167% | 172% | 177% | 187%
Uncharged | 4% | 4% | 5% | 5% | 5% | 6% | 6% | 6% | 7% | 7% | 7% | 8% | 8% | 8% | 9% | 9% | 9% | 10% | 10% | 10% | 11% | 11% | 11%
Charged | 11% | 12% | 12% | 13% | 14% | 15% | 16% | 17% | 17% | 18% | 19% | 20% | 21% | 22% | 22% | 23% | 24% | 25% | 26% | 27% | 27% | 28% | 29%
Personal opinion:
It is awesome! Charged or not, this move has to be feared!
  • Charges fast.
  • Deals damage while charging.
  • Covers your back.
  • Size almost reaches as Samus' shot (At High aura).
  • Charging mid-air will "keep" vertical momentum.
  • Can be charged and thrown mid-air.
  • Can be thrown mid-charged.
  • Can be canceled, and any charge will be stored and reused.
What more can you ask? (No, moving while charging would be overpowered, ha! he actually can!) Not even Megaman nor Samus can charge in mid-air!

Moving on, its a great move.
As a tip: I like to charge it ALMOST completely, since it gives me the option to fake a throw and charge the bit I needed, or throw it away. It's your choice if you want to fully charge it or not.

The basic AS (Aura Sphere) is good enough by its own, but learn some advanced techniques and its a tool for destruction! (Use with caution)

Advanced stuff:
  • Don't be afraid to miss a charged AS, it can be recharged quickly.
  • Always mind an uncharged AS, it can help you to gimp KO, set-up a stronger blow, or simply deal damage. Creativity is really important here.
  • Your foe missed to tech a fall or read a roll, and have a full AS? Punish with it.
  • Your foe is hanging on a ledge and has no invulnerability? Hit their hands (or head) with a fully charged AS (Size is important here).
  • Try charging your AS near the ledge, facing the opposite direction, your foe is forced to roll, jump or let go (Some can attack).
    • If they roll, throw your AS.
  • You can cancel a ASC (AS charge) with a grab, roll or shield.
    • You can cancel a shield with a roll, spot-dodge, jump, or grab.
  • You can also cancel an ASC with a jump by shielding first. It will give you free control, and can answer with aerials or OoS (Out of Shield) options! (Like Up Smash!).
  • ASC can be as dangerous as having a fully charged AS (Or even more...).
  • You're not invulnerable while charging! Long reaching melee attacks and some grabs can still hit you!
  • Turnaround B, Reverse B or Wavebounce B to mix it up!
    • IMO, Reverse B is turning around while keeping horizontal momentum.
    • Turnaround B:
      • Turnaround in midair while keeping momentum. (I.E. If you're going right and facing right, after this you'll face left, while still going right).
      • This can be done by tilting the opposite direction you're facing, releasing it and quickly press B (or special).
      • Not releasing the stick in time will input a Side B.
      • The input might slow down your horizontal momentum.
      • This can work for SideB and UpB too.
    • IMO (again), Wavebounce B is turning around while reversing horizontal momentum (IE, if you're going left, you will "bounce" to the right).
    • Reverse B:
      • Turnaround in midair, and "reverses" your horizontal momentum. (Same example, If you're going right and facing right, after this you'll be facing left AND go left).
      • This can be done by pressing the B button, then immediately press the opposite direction you're facing.
    • Wavebounce B:
      • Reverse your horizontal momentum while facing the same direction (Same example, If you're going right and facing right, after this you'll be facing right BUT going left).
      • This can be done by flicking back with the control stick and let it go to neutral, Press B immediately, and after that quickly press forward.
  • :4lucario: might have the best turnaround / reverse / wavebounce potential. Other fighter might have reverse / wavebounce specials.
  • Try mastering these skills, they're incredible options and are really helpful which might give you a nice upper hand.
  • You can also throw a turnaround / reversed or wavebounced AS.
  • Try using a reverse B or turnaround to approach a standing or shielding foe.
  • Wavebouncing Reverse B is an excellent tool to escape if you're falling and you're foe is hunting you from below. Don't rely too much on it or you'll get read.
  • You can also get up from the ledge with a wavebounced Reversed B.
    1. Let go by holding the opposite direction of the ledge.
    2. Jump and right after let go the :GCN:.
    3. Quickly Reverse B.
  • If performed correctly, you'll reverse towards the stage while keeping the jumping momentum, while ASC.
  • A lot of practice is required in order to achieve it.
  • If you're skilled enough, you can FF and approach closer to the ground and safer.
  • You can SH -> FAir -> Reverse to zone or bait your foe.
  • Try sniping your foes when they're off-stage, even with a non-charged AS.
  • You can win projectile wars as long as you have a 9%+ advantage. Remember the magic number 9.
  • At 73%, you'll almost win or draw any projectile war (17%).
  • Megaman's Charged shot WON'T collide with your AS, careful with trades.
  • SH, then throw an AS. This will cover jump moves such as Sheik or ZSS.
  • Be careful against reflectors or Villager. Don't use it too often.
  • Against a reflector, give yourself some space if your shot can be reflected, so you can have time to react (Remember my tip? That's why, you can have more options to punish).
  • And many, many more options or tips I might haven't discovered or mentioned yet.



Description:
Fires a long, thin aura burst with his paws. If a foe is close to Lucario, he'll grab him/her before firing the aura. Visuals may seem it reaches longer than it seems.
Aura increases damage and length.

Brief damage output:
  • Aura sweet-spot: 7.83% ~ 20.18%
  • Aura sour-spot (tip of the burst): 4.95% ~ 12.75%
  • Throw: 8.58% ~ 22.1%
  • Escaping from grab: 6%
KO percents:
  • FP Throw: 133%, 52°
  • Sweet-spot: 294%, 43°.
  • Sour-spot: 434%, 43°.
Frame data:
Description | Frame
Grabs at frame | F9
Active grab frames | 1F
Flame hits at frame | F24
Active flame frames | Possibly 5F (need to be confirmed)
Completes on frame | F63

Damage table:

Grabbed Force Palm:
:4lucario: | 0% | 7% | 23% | 39% | 55% | 70% | 84% | 97% | 110% | 123% | 136% | 150% | 163% | 176% | 189%
Throw | 8% | 9% | 10% | 11% | 12% | 13% | 14% | 15% | 16% | 17% | 18% | 19% | 20% | 21% | 22%

Aura flame:
:4lucario: | 0% | 1% | 3% | 21% | 28% | 38% | 55% | 72% | 80% | 87% | 101% | 103% | 116% | 126% | 130% | 144% | 149% | 159% | 171% | 173% | 188%
Sweetspot | 7% | 7% | 8% | 9% | 9% | 10% | 11% | 12% | 12% | 13% | 14% | 14% | 15% | 15% | 16% | 17% | 17% | 18% | 18% | 19% | 20%
Sourspot | 4% | 5% | 5% | 5% | 6% | 6% | 7% | 7% | 8% | 8% | 8% | 9% | 9% | 10% | 10% | 10% | 11% | 11% | 12% | 12% | 12%

Personal opinion:
Another versatile tool in your arsenal.

At a fresh stock, it's not safe to use it, the flame will be too small and blocking it will leave you widely open, enough for a grab or tilt (maybe a smash).
But as your aura grows stronger, the range does too, and the spacing potential becomes greater and safer. Be careful though, visuals might actually trick you and the flame won't hit (but maybe your foe might react to the visuals with a shield).

But the move it's not only for that purpose, it has a grabbing frame which packs a lot of power. Excellent for reading shields and KO your foe, and if they spot-dodge it, the flame might come out in time and save you. Safety measures for an awesome move.

Advanced concepts:
  • The flame portion has a 20% chance to make your foe trip.
  • A nicely timed spot-dodge can actually avoid both grab and flame.
  • It's also possible to dodge the flame by staying too close to Lucario after a whiffed grab.
    • This might occur since Lucario extends his arm to shot the flame, and between his body and extended arm there are no hitboxes after the grab.
  • You can actually start the move on air, land, and grab your opponent. Mind the speed and the start-up of the grab.
  • Turnaround and reverse-B are possible.
  • Try pushing your foes out of the field by chasing them with a FP in the air, if you don't have or don't feel to use the AS.
  • Retreat with a backward SH -> FP, or wavebounce FP.
    • This move is likely to miss, unless your foe approaches directly and jump into the flame.
    • The goal of this move is to keep your foe at bay and hit him if he tries to approach.
  • You can't grab on air.
  • You can't chain grab for 1 second, even a normal grab won't work.
  • If you can grab, try FP-grab. It's slower by 4 frames, but it might be enough to land a KO instead of more damage.
  • If your FP negated a projectile, a fully charged AS should negate or pierce it.
  • You can punish some fighters' ledge grab with FP, depends on foe's size and your aura.
  • If reflected, the remaining "distance" will be reflected, and maybe you won't be hit at all. (Needs confirmation)
    • Sometimes, :4mario:'s cape will reflect your FP, but it stills hit him. (Maybe due to timing, but not sure, needs confirmation).
    • :4ness: can reflect FP with his bat.
  • You can actually perform a 1-frame FPG immediately if you perform an FP right before you land. (It actually removes or consume the starting lag on air). Perfect to mix-up your air approach against those who likes to shield when you jump. (Thanks ZetaRokure for pointing that, I forgot to mention this for a loooooong while....)
  • More information that wasn't mentioned yet.



Description:
Hold steady while channeling aura, then fires itself at a desired angle. Can be curved. Aura increases damage and fired distance.

Brief damage output:
3.96% ~ 10.2%

KO percent:
183%, 38°.

Frame data:
Concept | Frame
Start moving at frame | F31
Hits on frame | F46
Active frames | 2F
Helpless after frame | F75
Free Fall Landing Lag | 36F (- 1.0.4v) 60F* (+1.0.4v)
Skidding Landing Lag | 28F*
Bonking into the ground | 35F*
*Credits to @~Radiance~ who shared me the info, and @Lavani who mentioned the specific data!

Damage table:
:4lucario: | 0% | 2% | 36% | 70% | 99% | 128% | 156% | 185%
Extreme Speed | 3% | 4% | 5% | 6% | 7% | 8% | 9% | 10%

Personal opinion:
The most reliable, astonishing, unbelievable, controversial, mind-blowing and mostly over-powered.......
reason a non-experienced player (or hater) will tell why Lucario is broken (maybe second to the Aura).

Truth is, it's really good.
Yes, Extreme Speed can:
  • Cover a great distance,
  • Grow stronger as he takes damage.
  • Can turn or curve.
  • Can lead to wall-clings and
  • Hit at the last section.
  • Leave a great inertia.
HOWEVER:
  • A single mistake can lead to your death.
  • Heading to a SINGLE pixel or chunk of ceiling, or non-physical walls (can be better described?) will lead to your death.
  • Can be easily read.
  • Has a long start-up time.
  • Anything that reaches him will interrupt the ES.
  • HORRENDOUS landing lag.
  • You can slide to your death.
  • After the helpless state, horizontal movement is HORRIBLE (different from inertia).
IMO: this recovery requires technique and constant use in order to just learn how to control it, mastering it will require even more practice.
Advanced concepts:
  • Watch out corners like:
    • ,
    • ,
    • or alike.
  • Going straight to a wall WHERE YOU CAN'T WALL-CLING or WALL-JUMP will make you crash and fall down.
  • Even the simplest pixel where you can't wall-cling can lead to your death.
  • Don't try to get to the edge while pushing yourself against the wall and automatically rise or lead to the ledge (like you might do with other fighters). Doing so might crash Lucario and fall.
  • If you happen to be under a stage for any reason (like a misfired DT), don't recover like this:
    • Instead, try like this:
    • .
    • The main reason is you can use the inertia to get the remaining distance you need to recover, instead of launching of like a plane under the stage. This way you can also avoid crashes.
    • In this situation, the more vertical you can recover, the more chances you have to survive.
    • Also, if you misfired a DT and went under the stage, try to keep the momentum as long as you can, then try to recover in the same direction of the momentum.
    • In fact, the odds of surviving are low, but not impossible.
  • You can control the direction by holding the stick to where you want to go. After starting to move, steering controls are the adjacent 90° of the starting vector, NOT NECESSARILY LEFT AND RIGHT!
    • For example: Starting to go right, the steering controls will be UP and DOWN, the LEFT input will do nothing at any point.
    • Another example: Starting to go right-upwards, the steering controls will be left-upwards and right-downwards.
    • If you ever played Kirby's Air Ride -> Top Ride or Super Sprint, you'll have an idea how this works.
    • If this is not clear, try using the "Ride the wind" Custom Up Special, its slower and longer, enough to notice the controls.
  • Walls are your best allies to recover, if the ledge is well guarded, try heading to a wall and buy time to make it back safer.
  • Alternatively, you can ignore the ledge and go directly to your foe.
  • REMEMBER THE HIT-BOX! it's your hidden ace and can take foe's by surprise.
    • If a villager is hiding behind a tree, try hitting him with an ES.
  • If you have momentum towards the ground level, close to perpendicular or lower to it (not straight to it) when the hit-box is applied (Frame 46) or before, you'll slide and have less landing lag.
    • If you don't, even the slightest degree over the ground level will make you glide off.
  • You'll ALWAYS hit after a certain time (46 Frames), the distance you travel doesn't affect the timing at all.
  • Before Frame 46, you can input left or right direction (the opposite to where you're heading) to send your foe in that direction. I haven't found another thread referring to this technique, so I'll call it the Vacuum ES for the moment.
    • You'll be able to do it after some practice, don't worry, is not that hard.
    • A perfect tool to punish bad edge-guards and immediately swap places with the defender-offender.
    • Even better if you manage to land smoothly!
    • Watch out when you don't recover horizontally, as inputting the opposite direction might make you turn a bit before time and can lead to some unwanted results.
  • If you read you'll slide off the stage, input the opposite direction before leaving ground, you'll grab the ledge instead of falling down.
  • ES to a wall won't refresh it! you'll have to land on ground in order to use it again!
  • If you have used an ES and wall-clinged too low:
    1. Wall double-jump (a better way to describe it?).
    2. Wall jump, then wall-cling to the same wall again.
    3. Repeat step 1.
    • This can be repeated 3 times (needs confirmation). After that, you won't be able to wall-cling! (But you might still wall jump, needs confirmation).
  • If timed correctly, you can stage-spike fighters hanging on a ledge without invulnerability ON CERTAIN STAGES.
  • Even more I didn't mentioned.



Description:
Strike a defensive position, and if you get hit, disappear and reappear on the other side your facing, while throwing a sliding kick.

Brief damage output:
7.26% ~ 18.7%

KO percent:
130%, 70°.

Frame table:
Concept | Frame
Start triggering at | F4
Last trigger chance at | F36
Hits on | F26 (After activation)
If triggered, ends on | F74
If whiffed, ends on | F79

Damage table:
:4lucario: | 0% | 14% | 33% | 52% | 70% | 86% | 102% | 117% | 133% | 148% | 164% | 180%
Double team | 7% | 8% | 9% | 10% | 11% | 12% | 13% | 14% | 15% | 16% | 17% | 18%

Personal opinion:
Want to know if you can be a potential member of the Uchiha clan? Now is your chance.

A great move, unlike other counters in the game, this give you the chance to follow up after the counter at the cost of some start-up speed. Also, it can be used against projectiles to approach or punish if they're in reach.

Alongside with :4greninja:, it's a great variation of a counter. You can control where you appear, giving you the choice of a fast punish, or a countered follow-up.

It has a very fast trigger and lasts a while, but missing to trigger it and get ready for a hard punish. This move is really punishing if you whiff this, use it with caution.

Advanced concepts:
  • If both :4marth: (or :4lucina:) and :4lucario: tries to use Down+B at the same time, :4marth: will have enough time to punish with a FSmash.
  • Using DT against grabs, special grabs, or :4falcon: Raptor Boost (Side+B), your foe will completely whiff the attack, and won't trigger DT.
    • There are more attacks that won't trigger DT at all.
  • If there's no input during the DT triggering, Lucario will always come from where he was facing.
    • If Lucario is facing Right, he will come from the right side.
  • You can control where you appear by inputting Left or Right after triggering DT to appear from that side.
    • Reverse DT can be done if you input the opposite direction Lucario was facing.
    • If you controlled the DT, it will be faster and longer.
    • You can approach projectile spammers safely by using Reverse DT.
  • It SEEMS to be you're completely invulnerable during the slide of the kick, allowing to shield after it with just 1 frame of punish at all.
    • (If I'm right, rising a shield takes 2 frames to fully block an attack, and Perfect shielding occurs if a hit is blocked 4 frames after completely risen).
    • (With the point above, technically you have a 1 frame window of vulnerability, and its when you're rising your shield.)
    • (Again, this info is correct ONLY IF I'm right, please have in mind I can be wrong).
  • After your slide, you'll be facing where you appeared.
    • This can set you up to an Up-Tilt.
  • Damage and Knockback power is COMPLETELY DEPENDENT of your Aura, not the hit you're countering.
    • At high aura, even countering a Jab can be lethal.
  • It's possible to your foe to shield after triggering the DT.
  • Hitting someone will stun both the victim and Lucario for around 18 frames.
    • You're still invulnerable, and doesn't shorten your invulnerability nor distance at all.
    • This might works also with projectiles (needs confirmation).
  • You're able to follow-up a DT with air-attacks.
  • You can wall-cling during the DT.
  • Is not recommended to use DT on air, since the inertia is too powerful and you might be ending under the middle of the stage, or too far from land.
    • Use it if you're sure you can make it back on stage.
    • Or walls can limit your distance traveled.
    • Landing a DT on the air is rare and difficult.
  • Any important information I forgot to mention.


This section is all about tips which can improve your game-play, this tips can't be categorized (necessarily) in a specific move breakdown. Here, you can find stuff and recommendations in offensive, defensive and general topics.

Once again, I can be talking too general or too specific about a certain situation. If the information displayed down here doesn't answer your initial question, please free the move breakdown or the sources section. If the information isn't displayed in the guide at all, please feel free to contact me and I'll try to update this guide!


  • Give your foe a "chance to react" at the beginning. By this I don't mean the "your turn to hit, my turn to hit" strategy. What I really mean is, let him react on mix-up situations so you know what he does and adapt your game-play.
    • For example, after (or during) an Up-Throw -> follow up, watch closely on how your foe tries to break your combo. If your foe air-dodges ASAP, next time try to bait it and punish accordingly.
    • Another example is: If your foe rolls a lot away from you or to your back when you approach, be preemptive and strike during their roll vulnerability.
    • There's a lot of examples to cover here, but the main point is to punish your foe defensive reactions. This can be done by spacing, shielding, DT, striking first, projectiles, etc. The possibilities are endless! You just need to pay close attention to it!
  • Don't stick to the same combo every time! If you're not sure if your favorite combo will land, go to the safe option and rack damage! One big difference about a good player from the rest, is they search for any potential follow up and exploit them as best as they can! Sticking to the same combo will only lead you to be read and punished in any second!
    • Just ask yourself, is it fun to see the same combo every time? Is it fun to see the a Ness which only relies in doing Side-B -> B-Throw, or a ZSS only with Down-B -> Up-B every single time?
    • If you're the attacker, you should be aware that in any second your foe can adapt, meaning your "combo" won't be effective anymore, and your foe can punish you enough to win the match.
    • If you're the defender, it's your fault for not adapting to a single-gimmick foe, don't be stubborn and find a way around!
  • DON'T RUSH IN MINDLESSLY! Or at least don't try to rush in every time (This also applies for doubles). If your foe starts camping, or waiting for you to approach, then take your time and approach as safe as you can. Trying to get in by force can only lead you to a smash attack, so watch out and be patient!
    • For example, against projectile spammers, you can reverse DT to approach and be safe! Just mix-up which you'll counter and which you'll simply dodge or jump!
    • Against people who sits on their shield or grab every-time you approach, you can try either rolling to their back, a Turnaround ASC, or approach while walking. Remember that you have more options while walking rather than dashing.
    • For rollers, well, you can try D-Smashing, AS, or if you want style points, F-smash or pivots! This will probably be the most common, be patient!
    • Air-dodge spammers? Simply bait it and punish, you can do an empty jump approach to force an air-dodge, then depending on your position aim for a air option, or punish some landing lag!
    • In every defense, there's always a gap. If you find one, take the risk and go in!
  • Learn the timing of your attacks! The more you know about the moves, the more fluent your game-play is, the quicker you move around, the harder target you become, and the less unconscious gaps you leave open when you attack. Need more reasons?
    • I don't really mean to you learn the whole frame table (but it could help), just get familiar with the move in general.
  • This is a bit of technical info, so heads up! In order to pull of an JCU smash from ASC, have this stuff in mind...
    1. ASC is a 5 frame endless cycle, the 2 first frames are active, the other 3 are empty. The best case would be canceling ASC right when you hit; and worst case would be cancelling ASC on the 3rd inactive frame.
    2. Shielding is instant, but the bubble and circle wave appears on frame 2 (and BTW, power-shielding is performed exactly as much as 4 frames or earlier before the hit lands), you can cancel the shielding on frame 1 (I believe so).
    3. Jumping takes 6 frames (as for lucario) to be considered on air, you can cancel a jump in frame 1 (I believe so).
    4. Up smash have 15 frames start up lag, and the first hits appears on frame 16.
  • In the best possible situation (in my comprehension), you have ~18 frames in order to link ASC JCUsmash (Jump Canceled Up Smash).
  • Improvise! What's the best way to bring hype to a match? Improvisation! It's always fun to see new stuff and reaction to unexpected moments! Finishing strings prematurely to read your foe and extend damage, or do some weird stuff at the less expected times, playing mind-games and land a finishing blow are the best tools you can have during a match, don't be afraid to look for style points!

  • Don't try to make it to the stage as soon as you can react after you get knocked off the stage! One of the basic rules in every smash is to try to recover when you're send off-stage, right? Well, you should't try to recover ASAP!
    • The main reason is because some skilled players have some deadly off-stage follow-ups that will interrupt your recover IF you try to make it back ASAP.
    • The recovery, as your offensive game, should be mixed-up whenever possible! This will make you harder to predict and punish, so you must try to recover in different ways every time! (C'mon, you have one of the best recoveries of the game! Use it properly!).
    • Don't aim to the ledge every time! You can also try aiming to your foe, to the wall, ES slide on the stage, or in extreme situations, go high and hope for the best! If you want to be alive as long as possible, mix-up your recoveries!
  • Learn how to DI properly! The more time you can keep a stock alive, the more chances you have to win the game!
  • There will be times, where avoiding damage will be impossible. In this cases, just brace yourself, DI to the safest spot and react to your foe follow-ups.
    • Smash can be like boxing sometimes, you might be receiving a flurry of hits and still be alive, but a well timed and placed hit can KO any foe at any time! There will be times where you can punish a bad follow-up and take a stock! Don't desperate!
    • Then again, you can't react aggressive to every attack, deal with the damage you received and look ahead of it! Keep fighting!
  • SOMETIMES, is better to pull a N-air instead of teching the fall. If you're too close to the ground, but you're in a tight situation of tech-chase, you can try a N-air to clear around and recover almost immediately after landing! Then again, you might need the invulnerability of the tech, so choose wisely!
  • Don't be afraid of being cornered on the stage! Most people will try to get out of it ASAP and fall in traps, just watch your foe carefully and react! You shouldn't be afraid of having the offensive, too!
    • Also, don't be afraid to tech towards the corner! This will mostly be unexpected and you'll be able to catch your breath!
  • Spot-dodge (or sidestep) and roll ONLY WHEN IT'S NECESSARY! Rolling or dodging mindlessly to "avoid" attacks can lead you to severe punish! Why even dodge if your foe is standing still?! If you're unsure of what your foe will do, simply space away, wait longer or go in. Then again, if you can bait your foe reaction, go ahead and I'll reward with some style points.
    • BTW, Don't spot-dodge EVERY TIME you whiff an attack or approach, this is safe only if you're foe isn't expecting it!
  • Don't be afraid to use your shield! You're not sure what your foe will do, but want to keep the distance? Then shielding is your answer. Bait a grab or block panic attack, then retaliate!
  • Power-shield into your offensive! In spite of it's strict timing, its my favorite option! You can counter almost immediately, and you have everything to win! The only, but BIG consequence should be if you shielded too late its a direct hit, have responsibility of your actions!
    • Sorry, but when I intentionally pulled one off, I want to shout "Not a chance!" or "Too slow!". I can even imagine a small scene of Lucario parrying the strike! Hahahaha, I just like it a lot! ..... *Ahem* eehm, moving on...
  • Having trouble every time your foe approach? Try spacing away and pivots! remember that pivot grabs have more range than any other grab!
  • One underrated out-of-shield option (OoS) is the shield drop, with this, you're able to drop through the platform and react with any air move you wish. It's kind of hard to pull off, but it's completely worth of learning if you're heading to a stage with platforms. (Check the links in the sources to find a video exhibition, and an article describing how to do it!)


I've really been thinking and researching for combos for a long time now and... Honestly, I come with the conclusion that Lucario has a lot of combo options at any %... but only if you're familiar enough with him. Allow me to explain.

When other fighters' combo options rely on the foe's current damage, Lucario relies on two main factors, his foe's current damage, and his own current damage.
Keeping track of both at the same time while in the middle of a fight can be too hard, and if you worry to much about it, with a single Fox laser blast, it can ruin the combo you were looking for.

Therefore, I really encourage people to get familiar his mechanics rather than learning hard strings with him. When you are really familiar with him, combos simply comes out, and improvisation sure rewards a lot.

Of course I'll lead you to some combos and strings, but only the most important and basics one to ensure some damage, any other than this, well you have to find out when it's possible and at which damage.

Finally, if I didn't was able to convince you and want to know some combos by theory rather than experience, well you can go this way. This will make you leave the guide, also this thread prioritizes D-throw over U-Throw (Always acquire information with an open mind, as many people will have different likes than you).
Also, this will be the only case where I'll post a link out of the sources section.

If you're still here, then thank you for hearing me out! Hopefully I can lead/teach you some of the basic and powerful Bread and butter (BnB) options we have during the match!

Here is shown how the combo or chain structure will be:
  • Chain, combo or mix-up.
  • Your foe's current damage.
  • Lucario's current damage (or aura, please note that this threshold might differ a bit depending on the situation).
  • Damage dealt
  • Personal Opinion & Observations. (Maybe you should look for this one, as I'll try to describe when you can pull it off, and what's the result.)
One final information worth to mention, Lucario combo potential heavily depends on the ability to mix-up your foe, baiting moves and hard punishing are required. (That's why I strongly recommend getting familiar with Lucario, rather than checking a list of combos, although it's always good to gather ideas).

UThrow -> Nair -> (Dtilt) -> Re-grab

0% ~ 20%.
Low or no aura.
Deals ~16%.​

A great & flexible combo to start the match. heavy or Fast Fallers (FF) will have a bad time escaping this one, but wont work on light weights.
If your foe air-dodges, you can bait it and wait on the floor to do a follow-up (like DTilt or a Smash). If you happen to whiff an Nair after an air-dodge, you can Dair your foe.
Your foe can react, so watch out for any quick aerial moves or DJ. The safest way to escape this string is to jump out of it, be alert and try to keep the momentum!

Uthrow -> Up Air -> Air follow-up

40% ~ 120%
No aura ~ High aura
Deals +18%.​

A "true" combo with KO potential. Results may vary depending on your foe and DI, and your aura influences a lot, so be alert! The extra follow up will work only when you have your DJ.
The follow up can practically be anything, some examples are another UpAir, Fair, AS, FP or even a Bair.
This combo should be used when you see your foe high enough to perform an Up Air, but without the need to use your DJ, else you should try using a Fair / Nair if too low, or DJ -> UpAir and get ready for your foe reaction.
If your foe spam air-dodges a lot, once again you can adapt and ready a Smash Attack or DTilt to punish them.

BThrow -> Dash Attack / Full AS / Force Palm / ES

20% ~ 70%
No aura ~ High aura
Deals +20%​

A useful string, mostly effective when your foe isn't ready for a BThrow, The main target of this string is that your foe is forced to tech and exploit it. Performing this to a for with low % might not knockdown your foe and react with attacks or escape at all, performing it with a high % one will knock the foe too far and high, able to DJ out of it.
If your foe misses the tech (or neutral/backwards tech), you have a free Dash-attack or AS hit, and maybe a FP or ES.
It's a fantastic tool to force your foe off-stage, and it can net some KOs at high aura, the main variable you should be aware of, is to where you foe will land and react to it.

ASC -> Jump Cancelled Up Smash

40% ~ Any reasonable %
Mid ~ MAX aura
Deals 25%.​

The BnB OHKO. Mastering this might be a must in order to play a good Lucario (and of course, really good Lucarios doesn't rely only on a simple setup).
ASC is unique for Lucario (I'm so glad Mewtwo didn't had that Shadow Ball Charge hitbox..., else he can be a lot more dangerous), it's completely versatile, and if cancelled properly, can extend the damage significantly.
You should try doing this when your foe is in the middle or top/middle of your ASC, if your foe meets this requirements, the JCUsmash is confirmed to land.
If you're not sure the Up-smash will land (due to your foe being to far or high from it), you can try a DAir to add some damage (and maybe a KO).
Of course, this aren't your only options... But I'll leave it to you to discover them :). (Sorry, its for your own good to get familiar with him).

This are the basic, yet reliable combos we have for most of the time during a match. Once again, I encourage a lot to get familiar with Lucario in order to see his true combo potential.

A character match-up is like a prediction or your probabilities to win/lose against another, same-skilled player.

Please mind, that this is just a numerical probability, and it could mean nothing in the mid of a fight, as some people might know some shenanigans not discussed, and can "alter" the match-up. Besides, the game is recently released, and the meta-game can evolve at any moment.

Also, I should give credit to the community on discussing the match-ups and allowing me to use their notes. If you want to get deeper information or discuss about it, please check the sources section.

Foe | :4lucario: | Important notes.
:4mario: | -1 |
  • Balanced moves: Semi-fast, Semi-strong, safe and close to no punish window.
  • Cape, can reflect projectiles and approaches, it can even reflect yourself!
  • Can gimp easily with his cape, careful when you recover!
  • His smashes are quick and deadly, watch out for any gaps you left open!
  • Good throws and combos potential
  • Up-B is quick & safe (but it can be punished if spaced correctly)
  • Can't cancel his momentum easily, once he does a move, you can read where he will land.
  • Cape has a considerable punish window after whiffing it.
  • Fireballs are asked to be DT, mixing up this can control him.
  • Most of the Mario players will go for the fastest hit possible, get ready to counter any jabs/niar/dair.
  • Short ranged moves, spacing him with our best melee range can outplay him.
  • Mastering our hit-boxes is our best tool.
:4luigi: | -1 |
  • Out-spaces and out-prioritize our options.
  • Fast and meaty
  • Down-B makes him safe and has killing potential. The only way to escape is if he messes up, try DI'ing anyways.
  • His fireballs ignores Newton, making him harder to approach. Cancels AS at early %.
  • Amazing combo potential out of grabs.
  • Nair and jabs can interrupt combos, he can get out of combos by mashing A.
  • Luck.
  • Luigi has problems to recover if he has used his double jump.
  • AS cancel Luigi Side-B at any %.
  • We can get out of down throws combos with ease.
  • Semi-lightweight. A hard-read can net early KO's
  • DT can wall his approaches.
  • AS can wall Luigi on neutral
  • Frame 1 FP can cancel his jab mix-ups
  • Edge-guarding and AS are our keys to win this MU.
:4bowser: | +1 |
  • Bowser hits hard and can be surprising and scary.
  • Klaw (Side-B) can cancel landing lag.
  • BAir and FAir can punch AS.
  • Up Smash has a lot of priority.
  • Grounded Fortress (Up-B) is hard to escape and/or punish.
  • Can be juggled with ease.
  • Aura can match Bowser's power.
  • Can control the pace of the match with AS and FP.
  • Easily can land hits or pressure because of his size.

:4yoshi: | ??? |
  • Quick Nair and jabs, he can escape combos easily.
  • Double Jump has super armor and can counter any hits taken during it.
  • He has the best aerial movement in the game. Punishing an air dodge can be hard.
  • He has two grabs of different speed, and his neutral B can be used on air.
  • His jabs can easily combo into anything, you'll be stuck in a mix-up if you get hit by one. Also, his jab-combo has a tiny punish window.
  • Insane air-combo potential. Every move he has is above average.
  • Too dangerous to him if he tries to recover low. Foot staling is your best gimping tool.
  • Slow and lagging grabs, dodging those can lead to a punish.
  • Stay on his back whenever you can, his only offensive actions will be aerial moves if he can't turn around.
  • Slow and unsafe rolls, be patient and punish them with quick moves.
:4bowserjr: | +2 |
  • Jr relies a lot on getting in and racking up damage that way.
  • Decent strings and most of his moves come out reliably quickly.
  • He's a heavyweight.
  • His clown-car defense allows him to absorb more punishment than other characters in his general weight area.
  • Most of his kill moves come out quickly.
  • Fair / Bair autocancels on landing.
  • A lot of downtime, so if he misses, he can get punished with nearly anything, including forward smash.
  • His projectiles are all widely telegraphed and are asking to be Double Teamed.
  • Specifically because of his weight and gimmick defense, he's really easy to combo at lower percentages.
  • Once Lucario's Aura is high enough, his spacing is too good for Jr to break through, including Force Palm, which isn't stopped by Mecha Koopas.
  • While Jrs attacks come out quickly, they don't link together very well.
  • Low % = combo; High % = space control.
:4diddy: | -1|
  • Dangerous when he has a banana peel in hand. Can follow up with grabs and smashes.
  • Moves fast and erratically, on air and on ground.
  • Fast attacks, mid ranged and some are disjointed.
  • Not safe to shield, since Side-B is a long reaching grab.
  • A high skilled player will control the pace of the match.
  • Has a lot of potential in his aerial combos, if you're stuck in one, cooperate and try to escape by distance.
  • Most ground attacks are fast or multi-hit, spot-dodging is dangerous.
  • Needs to rack a lot of damage before trying to KO. Aura will be a factor here.
  • AS and FPF can pierce his bananas.
  • All his smashes has long cool-down.
  • His Up-B can be gimped with most attacks, try to rush down if he has to recover.
  • Try to move as erratic as possible, he has trouble with the attacks cool-down and hates still foes.
  • Try to be patient, this will be a long battle.
:4charizard: | +1 |
  • Hard hits.
  • Easy momentum.
  • Walling with jabs, rock smash and flamethrower.
  • Frame 6 UpSmash.
  • Fast runner (8th).
  • Can punish ES landing with Flare Blitz, long horizontal coverage.
  • Easy to combo.
  • Aside NAir, poor air mobility and coverage.
  • AS with decent aura can pierce flamethrower and punish a blocked flare blitz.
  • Charizard can't gimp Lucario with Flamethrower.
  • Beside UpSmash, every kill move is slow.
  • Aura can control him.
:4pit:, :4darkpit: | +/- 0 |
  • Very fast and long reaching disjointed melee attacks (both airborne and grounded).
  • Aerial cancels and fast dash-grabs.
  • Can reflect projectiles from both sides.
  • No lag from DSmash.
  • Low killing power and above average cool-down.
  • Linear recovery.
  • Has the slowest reflector cool-down, bait it and free punish.
:4falcon:|-1|
  • Very fast movement.
  • Long reaching attacks.
  • Excellent approach.
  • Can kill early, and almost all kill moves are fast and good.
  • Stronger trump game.
  • Strong melee combat, and can fight at any angle.
  • On stage advantage.
  • Offstage disadvantage.
  • Easy readable recovery.
  • If Aura is high enough, Lucario can edgeguard him.
  • High Aura - ASC can cancel his Side-B.
  • Captain Falcon relies on momentum, stop him and capitalize.
  • No early kill throws.
*template* | *template* |
  • *template*
  • *template*




Also, feel free to support the development of this guide, if you find something is wrong, have more reliable sources or share some images, gifs or tips; It's more than welcome.


Rest in peace, Mr. Iwata.
Thank you for giving us a piece of your world. A world where we can forget our problems and have a moment with our family sharing one simple and important thing in life... FUN.

I deeply thank you... for all your efforts and kindness. You were part of my childhood.​
[/LIST]
Author
Eeveecario
Views
3,013
First release
Last update
Rating
4.91 star(s) 46 ratings

Latest updates

  1. Update v1.2 - The 1.1.3 Update!

    Heey! It has been a long time after the last update huh? Yeah, the 1.1.3 Patch: "Everyone gets...
  2. Update v1.1 - More advanced techniques! (Shield drop!)

    Added more terms in the terminology (duh) section. Updated the missing killing percentages and...
  3. Update v1.0.1 - Advanced Techniques! (Air walk fix)

    Added MORE sources Added Air Walk to terminology Sorry, this was a quick patch after...

Latest reviews

You should make more of theses
great guide man. very proud that it is from a fellow mexican lucario player. a very complete guide with lots of normal and Super Technical info. kudos to you carnal
I came here expecting Dthrow > Fair...but you gave a whole bunch of information that i never knew i needed. Your combo tips help me find solid starts and also helped me mix up my own combos. I also LOVE how you did the layout for this guide. The images of lucario for the different sections really got me in the mood to play him, and helped organize what could have been a very messy and tedious guide. This is probably the best guide I've ever read on this site. Great job 11/10.
Really nice guide, very thorough! Except for the misspell of your emphasised "shouldn't", I would recommend any new Lucario players to definitely check out this guide before calling themselves a Lucario Main.
This review is great! It's really useful in a lot of ways, especially the combo tips , which really helps a lot as well. Thanks!
I use Lucario as a main and this entire thing has really helped.
Thanks, considering practicing with him.
Amazing guide dude. Wow! I'm currently trying to get better with Lucario so this is extremely helpful. Thank you! And that is a very nice Iwata tribute too. :)
Brilliant guide, my friend. Your dedication to Lucario is truly unrivaled, but this guide falls short due to the unfortunate abundance of grammatical errors; although I am aware that English is not your first language, this guide was difficult to read in some areas.

(It should be noted that a Force Palm inputted on landing comes out on frame one.)
Im fairly experienced with Lucario. But this guide still helped me allot. Keep it up! :)
Top Bottom