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The Battle Memory - A General Lucas Guide

The Battle Memory - A General Lucas Guide

Game Versions
Smash 3DS, Smash Wii U
THE BATTLE MEMORY:
An introductory guide to using Lucas.

Last updated 16 January 2017.

While this is an introductory guide, it also assumes basic knowledge of Smash terminology.

Remember, this guide is intended to be taken as what it is - a guide. You can learn from it and develop new ideas, but don't let your play be dictated by this block of text.

The Aim
To provide a detailed learning experience for players new to Lucas, while simultaneously reviewing the knowledge of more experienced users.

The Basics
Lucas is a mixed character with both offensive and defensive tools. He relies on grabs to set up an array of combos and strings on opponents. As well as that, he can play defensive with PK Fire, Zair and also has his fair share of gimmicks.

Terminology
Note: "Spike" and "Meteor Smash" are used interchangeably here for ease of reading. Since you can't Meteor Cancel in Smash 4, a Meteor Smash in this game is the same as a Spike.

Combo - When one action or attack leads into another.
DJ - Double jump.
FF - Fast fall: tapping down while airborne will cause you to rapidly descend.
FH - Full hop: a normal Jump.
Hitlag - The "freeze frames" that occur when an attack connects.
Hitstun - When you are hit with an attack, and you are unable to do anything for a period of time.
IASA - Interruptible As Soon As; the earliest you can move after doing an action.
Punish - Capitalising on an opponent's mistake.
SH - Short hop, tap Jump lightly.
Sourspot - The weak part of an attack.
String - Similar to a combo, except it is not guaranteed.
Sweetspot - The strong part of an attack.
Sweetspot the ledge - To "snap" to the ledge during recovery.​
Whiff - To miss an attack.

Moveset Analysis

Ground Moves

Jab

A simple three hit combo of 2%, 2% and 4% (total 8%).
  • Lucas' Jab is his fastest ground move, and it's fairly safe. Useful for quick punishes, extending combos/strings and jab cancelling alike. An essential part of his moveset.
How do I use this?
  • Jab is really fast. It comes out on frame 2 and hits behind Lucas as well. It's a good option when your opponent is right next to you and you need to do something, quick.
  • Jab is also a good option after landing from an aerial, especially on a shield.
Jab Cancelling
  • Jab Cancelling is a technique applicable to almost all characters, wherein you connect a Jab, but cancel it before it finishes. It's useful in this regard as:
    • a) A Jab Cancel is harder to punish on shield than a full Jab Combo.
    • b) Jab Cancelling means you have not fully committed to an action, which keeps your opponents guessing.
    • c) It's possible to get followups out of a Jab Cancel, such as:
      • i) Jab1 -> Jab2 -> Grab
      • ii) Jab1 -> Jab2 -> Dtilt
      • iii) Jab1 -> Jab2 -> Ftilt
  • Note that those followups are not guaranteed; it's entirely possible for your opponent to escape after the second Jab.

Ftilt

A swift backhand. Lucas' palm does 7%, while the PSI spark it emits does 11%, with weak KO power.
  • Ftilt is similar to Jab as both are fast moves that are difficult to punish. However, Ftilt has slightly different applications than Jab.
How do I use this?
  • Ftilt provides more reach than Jab and it has the potential to be more damaging, but it's a bit slower and can be slightly harder to input.
  • It's also a useful all-purpose spacing tool that's incredibly difficult to punish on reaction.
  • A sweetspotted Ftilt near the ledge can take a stock off a high % opponent (>120%).
Locking an Opponent
  • Ftilt's sourspot can lock a fallen opponent. See Locks for details.
Pivoting
  • A pivoted Ftilt is a safe option that is adept at punishing rolls and bad approaches. Be sure to space Ftilt properly by choosing the correct time to pivot.

Dtilt
A quick low kick to the opponent for 3%. Lucas' leg keeps the opponent in, while his foot pushes them out.
  • Dtilt is known as a safe grab setup, but otherwise is a niche move. It has low hitstun and low damage, however because of its speed, it can catch opponents offguard.
How do I use this?
  • Dtilt is a fast attack can be chained into itself multiple times. The inner hitbox has weak vertical knocback and reasonable hitstun.
  • Dtilt ends faster than a Jab cancel, so it's easier to get a grab off of it.
  • The higher the opponent's %, the more hitstun Dtilt inflicts.
Locking an Opponent
  • During Dtilt, Lucas' foot - not his leg - can lock a fallen opponent. See Locks for details.

Utilt
Lucas flips upwards. Initial hitboxes on his hands knock opponents into the PSI spark that comes out of his foot. 1% hands, 8% PSI spark (total 9%).
  • Utilt is the slowest of Lucas' tilts. While its startup is impressive, it's cooldown is punishable. It has weak KO power, being able to end a stock past 140%.
How do I use this?
  • Utilt is a safe combo finisher after many of Lucas' aerials (Nair, Uair, Dair bounce...)
    • Comboing from Utilt itself is very difficult, because of the attack's endlag.
  • Utilt can KO (at high %). This means it's sometimes a better punish than a Jab or Ftilt.
  • Because of its disjointed vertical range, it can challenge some aerials.
  • Utilt is quite slow. It's not hard to punish on reaction, so use it sparingly.

Dash Attack
Lucas shoves the opponent with a heavy dash attack. 9% on the hand, 13% on the PSI spark.
  • A bit slow on startup and ditto for endlag, but this move tries to compensate with damage, knockback and weak KO power (>140% for the vertical hitbox, ~90% next to the ledge).
How do I use this?
  • This move has a far reach and is disjointed, making it virtually impossible to shieldgrab without a tether, given proper spacing.
  • The disjointed hitbox can connect with opponents on the ledge.
  • If you sweetspot it, Dash Attack can KO at high %.
  • This can combo at low %, particularly on Lucas' hand.

Fsmash
Lucas brings a stick out from hammerspace and swings it at his opponent with a meaty smack. 15% at the tip, 14% otherwise. Is a reflector.
  • Fsmash is Lucas' safest ground KO option, sans grab. It is ranged, reasonably quick in startup and cooldown, as well as possessing decent KO power, at ~100% for the tipper and ~110% for the body.
How do I use this?
  • Fsmash is a powerful KO move. It has good range and is also disjointed. This makes it good as a hard punish for bad spacing or baited moves.
  • Fsmash is also a fast reflector that doubles the speed and power of any incoming projectile.
  • It's transcendent, so you will not clash with any moves.
  • Although the move is fast, it's definitely punishable on reaction, especially by faster characters.
  • Fsmash is a strong move, but it's frequently telegraphed and good opponents will always account for this move in a match. Do not overuse it.
Reflecting Projectiles
  • Fsmash can reflect any projectile. All reflected projectiles double in speed and knockback, and fly back at the same trajectory.
  • Some projectiles have a surprisingly deadly KO power when reflected, such as Samus' strong missiles, Greninja's fully charged Water Shuriken and even Corrin's projectile.
  • Others are useful to annoy the opponent or to ease stage control pressure, like the Links' Boomerangs. A Villager riding their Lloid can be reflected back, which would be a death sentence offstage.
Pivoting
  • Pivot Fsmash is a slower, deadlier alternative to Ftilt. At the same time, it puts more space between you and the opponent, which is useful for positioning yourself to reflect fast projectiles or to knock away approaches.

Dsmash
Lucas points at his feet and three PSI sparks materialise on command. 17%, 14% and 11% (maximum damage is 17%).
  • The first thing to understand about this move is that all three hits of Dsmash are mutually exclusive - any one target can be hit only once with this move (this includes hitting shields). It's similar to a "sex kick".
  • This move diminishes with KO power and increases in range with each hitbox. Dsmash is Lucas' second strongest kill move, being able to take a stock around 90%.
How do I use this?
  • Dsmash is an important edgeguarding option. It can abuse the 2 frame vulnerability in grabbing the ledge.
  • If your opponent does not sweetspot (snap to) the ledge with their recovery, Dsmash can hit them. This includes badly spaced double jump recoveries.
  • If your opponent drops from the ledge for any reason (for example, to double jump back onstage with an aerial), Dsmash will hit them.
  • This move's kill power is in between Fsmash and Usmash. At the edge, you can take a stock as early as ~70%.
  • Dsmash is good at punishing rolls or spotdodges. It's more powerful than Fsmash but less committal than Usmash.
    • Since Dsmash's hitbox won't actually connect with an intangible character (spotdodging or rolling), this means the second or third hits can still connect.
  • Dsmash is also a potential mixup (it is easily baited, do not overuse it) on platforms. It will beat out some Uairs and can even hit some tall characters outright. On high platforms such as Battlefield or Town and City, Dsmash can KO slightly earlier, and does so off the top.

Usmash
Lucas' most famous move. Dubbed "PK Love", after the insanely powerful PSI attack in Mother 3. Initial hit of 2%, sweetspot 19% (maximum damage 21%).
  • Usmash is Lucas' earliest killer and the strongest Usmash in the game. This strength comes with the worst lag in Lucas' entire moveset. Invincibility appears on the first 4 frames. Sweetspot in the epicentre, at the start. The move gets weaker as you hit with the edges of the blast and late into the animation.
How do I use this?
  • Usmash starts to KO around ~70%.
  • This is a move mostly prohibited to desperate situations and hard reads. The terrible endlag must be stressed - avoid randomly throwing this move out.
  • Usmash becomes weaker when you hit outside the epicentre and/or with late hitboxes of the attack.
  • Usmash beats many aerials and landing attempts if you can read them.
  • There are three "safe" ways to land Usmash.
    • a) A punish on a laggy move.
    • b) Out of shield. A laggy move that hits your shield and leaves the opponent in range is a prime target.
    • c) Invincibility. See below.
  • Also interesting to note is that Lucas crouches fairly low during Usmash. A sliding Usmash means Lucas' compressed hurtbox is right next to an opponent. Some attacks such as Ganon's Jab may completely whiff.
    • This is rarely a reliable way to land Usmash.
Invincibility Frames
  • The first 4 frames of Usmash (1-4) grant Lucas complete invincibility. If you're experiencing shield pressure, or you predict an imminent attack, inputting Usmash immediately before you're hit will result in the opponent suffering hitlag on Lucas' body, then being hit by Usmash in full (if they're in range).
    • Because Lucas is invincible, not intangible, any moves that connect with him during invincibility will still create hitlag. If you see a slight pause and a white flash when the move hits Lucas, you'll know that you hit the invincibility frames.

Aerials
Nair
Lucas gyrates through the entire duration of this attack, pausing only briefly to end it. 4 hits of 2%, then 4% to finish.
  • This move is Lucas' all around aerial. Quick to start and quick to end, this move's only significant downside is its lack of range.
How do I use this?
  • Nair is very vulnerable to SDI. Usually a stationary Nair will connect, but if you are moving in a direction, it is possible for your opponent to SDI in the opposite direction and fall out of Nair.
  • Nair has little range and is easily outspaced by almost any other attack, so be careful how and when you use it.
  • Nair is an easy combo from a Dthrow.
  • This move also comboes into itself (you can get like 4 or 5 of them) and sets up for strings/comboes into:
    • Utilt (at low %, or on a platform where another Nair would be too slow),
    • Fair (standard Nair combo finisher),
    • Jab (low % combo finisher),
    • and others.
  • Landing behind an opponent's shield (a crossup) will save you from a shieldgrab, forcing your opponent to drop their shield to grab or punish. However, you are vulnerable to some fast OoS moves like Up-B or even Usmash.
  • When fast falling Nairs at higher %, the initial weak hits can stun the opponent long enough for you to Dtilt (and grab).
  • It's easy at lower % for your opponent to fall out of Nair if you move too far during it, but at the same time, you must have some momentum to continue Nair comboes.

Fair
With a strong thrust, Lucas emits a PSI hexagon from his foot. Sourspot (leg) 9%, Sweetspot (hexagon) 11% with some KO power.
  • This move is also quick to come out and quick to end, safe on shields and with good range to boot. However, Fair is intended to finish a combo, as it's not too often you'll get a Fair string (doesn't hurt to try, though...)
How do I use this?
  • SHFF sweetspotted Fair on shield is not an easy punish, and a Jab afterwards can catch shield drops or most shield grab attempts.
    • You can actually perform a Frame Sync with FF Fair for an even faster landing, due to the move's hitlag.
  • Fair is usually a combo finisher, but a Fair to Fair is sometimes available at lower %.
  • Fair is a good KO move that starts to work around ~120%. Fair edgeguards can KO rather well, around ~100% offstage.
  • At low %, FF sweetspot Fair leads into a grab, Ftilt, Jab, etc.
Locking an Opponent
  • Fair's sourspot can knock down an opponent at mid %. See Locks for details.

Bair
Lucas backflips with PSI hexagons dragged by his shoes. The tip of his foot (sweetspot) is a powerful angled spike. PSI hexagon 7%, Leg 9%, Sweetspot 12% - spikes with KO power.
  • Bair is one of Lucas' signature moves. This move has impressive range behind him, reaching almost 180 degrees with disjoint and low landing lag.
  • Opponents cannot be spiked if they are standing on the ground. Instead, the spike will become a weaker attack with a low trajectory, KOing later at >140-150%.
How do I use this?
  • Bair has limited application onstage. Although slow, its range is actually decent, so it can catch opponents from a fair distance. But generally, you wouldn't want to use this move if you could use something better, so it's mostly confined as an OoS option (for example, when you're in shield and your back is turned to the opponent).
  • It's not preferable for spacing or general use, as it's slow to come out and the furthest hitbox is the weakest.
  • Bair is viable as part of some Dthrow comboes, mostly for its meteor smash.
  • You can use Bair onstage to exploit the 2 frames of ledge grab vulnerability. Since Lucas doesn't need to go offstage because Bair hits behind him, it's relatively safe.
  • If you ledge trump an opponent with Zair, you can Bair spike them afterwards.
  • As an edgeguard, Bair is incredibly telegraphed since you're usually facing away from the opponent.
    • You can try to get around this by going for a Bair spike without turning around. It's harder to do, but also harder to see coming.
  • Bair hits behind Lucas, so if an opponent "overshoots" an edgeguard or they otherwise end up behind you, Bair can take out their double jump or recovery.
FF Bair Footstool
  • If you manage to land a FF Bair spike offstage (even at low %), it's possible to actually footstool the opponent before they can recover. Since they're so low and the footstool tumble animation takes so long, it's likely they can lose a stock.

Dair
Stomping down with both feet, Lucas shoots down four successive PSI sparks at opponents below, with the 4th being a weak meteor smash. 3%, 4%, 3% and 5% (total: 15%).
  • Dair is an alternative to Nair - both poke at the opponent in different ways. Dair only autocancels in a full hop, so never SH it. Despite its decent vertical range, it's very rare for all 4 hits to land on short opponents, but if they do, it's 15%.
How do I use this?
  • FH Dair is almost always better than SH Dair, unless you are jumping off a platform/ledge.
  • Dair is not a good approach tool because it has no horizontal range and can be easily beaten out with an aerial. This doesn't mean you can't use it all, but Dair works best when you're already on top of the opponent when you jump.
  • When you FH Dair, try to delay Dair until just before the apex of your jump, or to FF after the majority of the move comes out, so as to land as soon as possible after the autocancel window, which is after the 4th hit.
    • Essentially, this means you're back on the ground as quickly as possible after the 4th hit comes out.
  • Dair is a potential Dthrow followup, with the added benefit of starting a tech chase situation at higher %.
  • You have greater control over where you land with Dair (as opposed to other aerials), so be sure to utilise it.
  • Dair before high % is a potential combo starter. If a meteor smash hits a grounded opponent but doesn't have enough knockback to bounce them upwards, they will enter a hitstun animation on the ground where they are briefly vulnerable. You can capitalise on this with a quick move (Jab, Ftilt), or even a slower one (Fsmash) if the opponent is late to react.
  • As an edgeguard, Dair is disjointed and its hitboxes last a long time, both useful qualities to have. Try to hit with the 4th hit specifically, as that's the one that spikes.
Dair's 4th hit Bounce
  • Coming into high % (~80%), Dair is able to bounce up grounded opponents on the 4th hit.
  • If they don't tech, they bounce up and you can hit them with a quick move like Utilt. If they're slow to react, you can Uair them (this can KO). If they're really slow to react or you catch an airdodge out of the bounce, you can Usmash them, which is pretty much a guaranteed KO at that %.
  • If they decide to tech as soon as the 4th hit connects (to avoid getting bounced up), it's very difficult to punish, but a stationary tech is doable.
  • If they decide to tech after the bounce, it's possible to tech chase as Lucas can move long before they're able to tech.
  • They can also jump out of the bounce, which is a safe way for them to escape the situation.

Uair
Lucas draws his head back and strongly headbutts the open space in front of him, hoping to catch someone in it. 13% with KO power.
  • Uair is Lucas' best aerial KO move. Uair is free from Dthrow, and it's good in punishing airdodges. 13% in a single hit makes it the most reliable aerial for damage.
How do I use this?
  • Uair can finish Nair comboes, such as Dthrow -> FH Nair -> DJ Nair -> Uair.
  • When Dthrowing an opponent at high % (>100%), a double jump Uair afterwards can seal the stock. The opponent can DI either forwards or behind, so you need a fast reaction, otherwise it becomes a 50/50.
  • A SHFF Uair is a good combo starter at low % and a potential KO move at high %. It is most easily used when falling off a platform.

The Rope Snake
Lucas whips out his Rope Snake, which latches onto the opponent and draws them closer. Pummel 1.2%.
  • Lucas has a tether grab. Although it's ranged, it's definitely not the longest of the tether grabs out there.
How do I use this?
  • All Lucas players, regardless of playstyle, should always be on the lookout for a grab opportunity.
    • Don't fish for grabs, especially shieldgrabs.
  • Lucas' standing grab is his least laggiest, and hard to punish on reaction. It's best to use that one if you can.
  • It's alright to use his pivot grab instead, but it comes with noticeably more lag.
  • While using dash grab, you're moving towards the opponent, not away from them, so it's easier to punish in most cases. However, it does give a bit more reach.

Zair

  • In midair, Lucas again whips out his Rope Snake. This time, it stretches impossibly far, biting at anyone it comes into contact with. 4% early hit, 1.8% late.
  • Zair is a one hit spacing tool that greatly compliments Lucas' defensive and offensive game. Its landing lag, or lack thereof, allows him to run away fast, or to go in offensively.
How do I use this?
  • Remember, always try to use a late Zair, so you hit the ground immediately after the hitbox comes out. The only time you should use it earlier is to hit opponents you would otherwise miss.
  • You can adjust the timing of when you input Zair so that you change the length of the hitbox when it hits the ground.
    • Is your opponent far away? Input Zair a little bit earlier so the Rope Snake extends further.
    • Is your opponent in your face? Input Zair as late as possible so you have a shorter time to wait before you can perform another action.
  • You have two options when using Zair.
    • The first one is offensively. Zair someone up close and they'll get popped up slightly. The hitstun usually keeps them from jumping out just before they hit the ground. In most cases you'll be able to follow up - the best option is a grab, but you have room to be creative.
    • The second option is defensively. Zair, spaced optimally, is almost impossible to punish for most of the cast. At the same time, it beats many SH approaches. Zair is also a good ranged landing tool (Airdodge to Zair), especially if you're recovering directly onto the stage, or Ledgehop Zair).
Tethering
  • Zair is essential as a recovery tool. Lucas' double jump is slow and vulnerable, and Zair is necessary to snap to the ledge faster.
  • Remember, you are vulnerable to any attacks until your hands themselves touch the ledge.
  • Zair can set up for a ledge trump - holding onto the ledge and pulling yourself up to it immediately after your recovering opponent grabs the ledge.
  • When you tether to a ledge, you can cancel the tether by tapping down.
    • This means you can avoid committing to grabbing the ledge if you know you're going to get hit if you pull up to the ledge.
    • If you Zair, cancel it and immediately double jump onstage, you can fake out people who are waiting to punish your tether.
Airdodge Cancel Zair
  • Zair can be performed straight from an airdodge when pressing A or Grab. However you will still suffer airdodge landing lag as normal.
  • As soon as you cancel the airdodge, you become vulneable.
  • You can airdodge to avoid an attack and then interrupt the airdodge with a Zair to either grab the ledge while offstage or to put out a landing hitbox while onstage.
  • Because you cannot buffer Zair from hitstun, you can instead buffer airdodge from hitstun and cancel the airdodge with Zair.

Fthrow

Lucas whirls his opponent around before sending them soaring. 10%.
  • Fthrow is a comparatively weak throw that does not offer combo opportunities. It has weak KO power at the ledge (>150%).
How do I use this?
  • Generally, you don't. Fthrow never KOs earlier than Uthrow or Bthrow, so you should only use it to throw opponents offstage.

Bthrow

  • Lucas drags his opponent overhead and releases them behind him. 10%.
Bthrow is a KO throw near the ledge. Like most other Bthrows, it relies on grabbing the opponent, facing away from the ledge, to secure an earlier kill (~110%).

How do I use this?
  • Bthrow is an alternative to Uthrow. If you're fortunate enough to grab someone in the right place, a Bthrow will do the job earlier.

Dthrow

A pair of hands buries (aesthetics only!) the opponent into the ground. After a while, they're released in the air, but Lucas is waiting for them... (6%)
  • Dthrow is the perfect combo setup; minimal lag, weak knockback and major hitstun. A tool used extensively by all Lucas players, this is certainly something to master.
How do I use this?
  • Dthrow comboes at low, mid and high % (<140%). At lower %s, you can pull off comboes/strings of any aerial you want. Creative strings can tack on more damage, while safer play will net you guaranteed, solid damage.
  • Dthrow is a true setup for Uair, which, needless to say, can KO at high % (~100%).
  • See Comboes and Strings for more detail.
Burying
  • Dthrow does not actually bury the opponent. The effect is purely aesthetic. Don't try anything dumb.

Uthrow

After grabbing his opponent, Lucas gives them a little toss before hurling them up. Opponents desperately DI sideways, but this is not Brawl; they were gone from the moment they were grabbed. 10%.
  • Uthrow is your universal KO throw (>120%). It works everywhere - unlike Bthrow, stage position can only make Uthrow KO earlier (platforms).
How do I use this?
  • Use it to KO. If you can't land your earlier killers (smashes) and aerials aren't working, a grab may be just what you need to end the stock.
  • Uthrow integrates well with Lucas' grab setups.

Specials

PK Freeze

"PK Freeze!" Lucas releases a burst of ice that freezes all who touch it. 9% uncharged, 22% fully charged.
  • PK Freeze (PKFr) actually has a variety of uses, but all of those uses are somewhat gimmicky. It has low ending lag and also guarantees a freezing effect on the opponent, with a chance to KO at high % (>160%).
  • PK Freeze's freezing effect is instantly melted by fire attacks.
How do I use this?
  • PK Freeze has three core uses:
    • a) Defensive: It can viably pressure most opponents from afar.
    • b) Offensive: PK Freeze forces an airdodge from landing players. If they airdodge towards you, you can probably punish it.
    • a) Offstage: PK Freeze works best at stage height, against floaty characters. PK Freeze has an upward trajectory, so if your opponent gets hit just below the ledge, they're probably going to get stagespiked. PK Freeze stagespikes are untechable (you're trapped in the ice), and they must mash out of the ice before they can recover at all.
PK Freeze comboes
  • If you land PK Freeze, you can hit them with any move while they're trapped in the ice, but they don't actually take the knockback from the move. If they take too long to mash out, you can hit them right after they break out, so that they do take knockback. In this way, you can set up a Nair combo string.
  • If you start charging a Freeze at an already frozen opponent, it's possible to predict when they'll break out and freeze them again immediately after.
    • Theoretically, this could continue until they're sent too high up to reach, but it relies entirely on reads.
  • If you send someone high up with PK Freeze, you can try to PKT2 into them so that they're carried into the upper blastzone. Dangerous and not consistent but very rewarding if you pull it off.
Stagespikes
  • Stagespikes with PK Freeze mean instant death, as you cannot tech and it's very hard for anyone to break out and then successfully recover.
  • The only viable method of getting a stagespike is to rely on the opponent failing to sweetspot the ledge, then hitting them with a Freeze at ledge height and hoping for them to be sent into the ledge.

PK Fire

Lucas spreads his palms towards his opponent, and a bolt of fire shoots on command. 9%.
  • PK Fire (PKF) is arguably one of Lucas' most versatile tools. It has good range and the bolt will explode on those who attack it.
How do I use this?
  • It's almost always better to SH PKF instead of just using it on the ground:
    • Opponents cannot SH over a SH PKF like they can with a normal PKF.
    • SH PKF puts you further away from the opponent, making it harder to punish.
  • Offensively, PK Fire is useful:
    • a) To edgeguard - As a mixup, it can KO high % opponents.
    • b) To finish your comboes - Where a Nair won't reach and a Fair might be too slow, a PKF will finish off a combo with 9%.
    • c) As a better punish - where a Nair or Dash Attack might leave you open, a quick PKF won't. PKF also has more range, so it can punish things that other moves can't.
    • d) To punish landings - PKF's bolt moves at a moderate pace, so it's good at waiting out airdodge lag. Additionally, it beats many aerials and many methods of landing.
    • e) To tech chase - In a tech chase situation, you can shoot a PKF at them, which covers several options. If they miss the tech on the PKF, PKF them again (don't use SH PKF so you can hit lower).
  • Other uses include punishing landings and tech chasing.
Short Hop PK Fire
  • Shortened as SHPKF. This is the main defensive use of PKF.
  • Input method: SH (backwards) and PKF.
  • Lucas will shoot PKF backwards and will pseudo-wavedash upon landing.
  • PKF's range, combined with the fact that Lucas is sliding backwards for the duration of his landing lag, means that this is very difficult to punish.
  • To hit shorter opponents (crouching Pikachu etc.), delay the PKF input in your SH.
  • Theoretically, the lowest range for SHWBPKF is the same as standing PKF.

PSI Magnet

Lucas holds out a blue magnet. An electric projectile hits it, healing him. He then releases the magnet onto the approaching Pikachu. 8%.
  • PSI Magnet (PSIM) is one of the few healing moves in the game. As well as healing from absorbing projectiles, the magnet produces a semi spike hitbox when released, which can gimp or KO characters at higher %.
How do I use this?
  • PSI Magnet is mainly a non-offensive tool. You can only absorb certain types of projectiles. The best way to describe these would be non-solid projectiles or energy-based projectiles. Naturally, opponents will be reluctant in handing over free %, so you'll need to be smart in how you use it.
  • PSI Magnet has a disjointed hitbox that can semi spike and gimp opponents, but caution is needed as it's slow, and can be punishable.
  • This move is good in teams. Learn to communicate with your partner for heals.
Magnet Cancelling
  • Magnet Cancelling is the action of inputing any OoS option (except grab) while a projectile is being absorbed.
    • This includes but is not limited to rolls, spotdodges, jumps and therefore aerials and Usmash.
    • However, you can't roll forward (?) out of Magnet.
  • Magnet Cancelling is a must, otherwise some characters can bait Magnet and punish its endlag.
Momentum Cancelling
  • PSI Magnet can temporarily halt your vertical momentum, allowing for landing mixups or offstage stalling.

PK Thunder 1
Concentrating, a bolt of thunder erupts from Lucas' head. Head 2%, Tail 0.75% (?)
  • PK Thunder 1 (PKT1) is when Lucas starts PKT, but does not hit himself with it. It has the potential to deal upwards of 12% in a single use, but it's also heavy in endlag.
How do I use this?
  • PKT1 is generally not recommended to use onstage because of its endlag.
  • As an edgeguarding tool, there are multiple ways to pressure your opponent from recovering (remember to keep PKT1 near the ledge, as it makes it harder to avoid and harder to punish).
    • a) Direct damage - just going for the %. Wave it in circles for the maximum damage output. You can gimp some characters by pulling them away from the stage,
    • b) Stagespike - hitting the opponent into the stage with PKT1. It's best to curve PKT1 into the ledge to ensure a stagespike trajectory.
    • c) Interfering directly with recovery - PKT1 has odd knockback properties. If your opponent mashes Up-B as they're being hit with PKT1, they might end up flying away from the stage during their Up-B, which can send them into helpless state too far away to grab the ledge. This is perhaps most prominent with Marth's Up-B.
    • d) Tailwhipping - this means hitting the opponent only with the tail and not the head. Since the tail has minimal knockback/hitstun, slow reacting players may fall down too far to recover. The tail is also transcendent, so it cannot be cancelled out.
  • When you edgeguard with PKT1, looping it around will catch any airdodges.
PKT1 into PKT2
  • See "PK Thunder 2" for details.

PK Thunder 2
Lucas brings PKT1 into himself, sending him at the enemy with fearsome power. Explosion 8%. Body, 4 hits of 2% then 1%, 2%, 1%, 2%, 1% and 10%. (total 25%)
  • Lucas' main recovery move. PKT2, although strong in damage and knockback, is difficult to hit with. This makes it mostly a gimmick, however it has legitimate applications outside recovery.
How do I use this?
  • a) To recover - See Aiming PKT2 for more.
  • b) To attack - this has very limited application. Much like Usmash, the best way to land it is on hard reads. Running up to the opponent and initiating PKT1 to hit yourself back to the other side of the stage is an example of a gimmick.
PKT1 into PKT2
  • If you miss an opponent with a PKT1 edgeguard and they grab the ledge, you can try to bring PKT1 back around to hit yourself out of harm's way. This may hit your opponent as well, if they get up too soon.
  • The explosion that ensues can KO as early as 90% with no DI.
PKT2 Bounce
  • If you PKT2 into a wall and bounce off, you are allowed one more chance to recover by inputting PKT1 again before you /come out of your bounce animation into helpless.
  • See Aiming PKT2 for more.

Comboes and Strings

Essentials
  • Dthrow - an excellent combo throw.
    • Usually, the safest, most damaging option is Dthrow -> FH Nair -> DJ Nair -> Uair. This works at a rather broad percent % window (low-mid to mid %)
    • On fastfallers or big characters near 0%, you can Dthrow, wait slightly (depending on character), and start a SH Nair chain.
    • Dthrow -> Uair is true up until very high % (where Uthrow starts killing). Since opponents can DI in two ways (forward or behind), you need a good reaction time or it becomes a 50/50.
      • Firstly, jump forward as soon as Dthrow ends. If they DI forward or don't DI at all, DJ forward and Uair. If they DI behind (directly up), DJ backwards and Uair.
      • It is much harder to land Uair if you jump in place, because of Uair's hitbox (a circle directly above him).
  • At low-mid %, Nair will combo into itself, Fair, footstool, etc. With proper positioning, you can continue to chain Nairs even if your opponent is SDI'ing.
    • Around ~70%, SH Nair -> footstool -> Dair lock -> Usmash works if your opponent doesn't DI away.
  • Fair (specifically sweetspot Fair) at low % will pop the opponent up and allow you to grab, Ftilt, etc.
  • FH Dair's 4th hit initially sends a grounded opponent into a hitstun animation, so you have enough time to get in a quick move like Jab..
    • Once Dair starts bouncing people up, you can quickly follow up (Utilt, Uair) or wait for their reaction and get a chance at a stronger KO move.
  • Dtilt -> Grab. Works best at higher %.
  • Late Zair (close range hitbox) -> followup. It pops them up in the air, the hitstun making it hard for them to avoid a followup.

Combos on Platforms
Very often, you will be in a position to hit an opponent on a platform. This can be from platform pressure, or from a Dthrow beneath the platform. Platforms will change what combos you can perform.
  • FH Nair has interesting setups on platforms, because at low-mid %, you end up at roughly the same height as your opponent.
    • Firstly, delay the Nair in your jump (if possible), so you shorten the time from when Nair launches to when you're able to move again.
    • Utilt is an easy and safe followup.
    • SH Nair is possible and leads into more damage, but the timing is trickier.
    • Fair is a viable finisher if they fly too far away for a Utilt and you don't have enough time to do another Nair.
    • If their % is very low, you might be able to regrab from a Nair.

Others
  • Dthrow also has other minor uses:
    • You can try to incorporate Bair into Dthrow. If you grab someone on the ledge, you can try to spike them.
    • You can finish a Dthrow combo with Dair and try to read their landing.
  • If you FF Uair (for example, off a platform) and it connects, you have ample time to follow up with another move.
  • Dash attack at low % may combo into aerials.

Points of Interest

Absorb or Reflect?
Often, you may face the dilemma of making a decision to either absorb or reflect a projectile.
a) Are you at high %?
If you're at high %, absorbing a projectile to heal may be the difference between getting KOed, and barely surviving.
In contrast, if your percentage is low or zero, there is little reason to absorb projectiles.
If you miss a reflect at high %, some projectiles might KO you.​
b) Is your opponent at high %?
If your opponent is at high %, a reflected projectile may have KO power at this stage. If their percentage is low, a reflected projectile may have little effect.​
c) How powerful is the projectile/Is it viable to reflect it?
Some projectiles are very weak and/or it is hard to reflect them onto the opponent (Palutena's Autoreticle, Mega Man's Pellets). These should always be absorbed, if possible.
Some projectiles are both strong and viable to reflect.​
d) How much will the projectile heal?
Many projectiles deal multiple hits of low % damages (Thoron, Arcthunder, etc.). Since only the first hit is absorbed by PSIM, this means many moves will have a low heal output.​

Approaching your opponent
In every competitive Smash match, the importance of approaching your opponent carefully is often not stressed enough. To develop a good habit, it is important to calmly analyze your situation and ask a few questions of yourself.
a) Do I even need to approach at all?
  • While characters like Link will force you to approach with projectiles, the same cannot be said for others such as Pikachu and Mario. If you can evade damage with almost no effort, you don't have to approach (unless you're behind on % or stock).
  • If you hold a percentage lead, most players will be forced to approach you unless the lead is minor or their character has a solid camping game.
  • If you hold a stock lead, players must approach you unless they have a projectile that can viably KO you.
  • If you hold a stock lead AND you are comfortably outside kill %, sit back and let them come to you.
b) Will I be hindered by camping?
  • A large portion of the cast have decent camping tools to hinder your approaches. It's important to think about ways to circumvent their projectiles and/or camping. Learn your opponent's camping style and try to avoid getting hit as much as possible.
c) How will I approach?
  • Lucas' main approach options consist of aerial actions - Nair, Fair, Dair and Zair. Each of these moves have their own situations in which they shine, and others in which they shouldn't be used.
  • It's important to not rely on any one approach. Mix up what you're going to do.
  • You can approach running in, but you can also use a slower, deliberate method, staying just outside of your opponent's range and trying to find an opening to get in.
i) Nair
  • Nair is an overall viable approach. Combo potential combined with shield crossups mean that where feasible, Nair should always be considered.
  • However, since Nair lacks range and does have some landing lag, use it sparingly as it can be heavily punished on prediction/reaction.
ii) Fair
  • Fair is not one of Lucas' more rewarding approaches, but its larger range can challenge some aerials, and SHFF sweetspot Fair is relatively safe on shield and can lead into some shield pressure.
iii) Dair
  • Dair usually has a lower damage output, it allows you a lot of control in where you land afterwards and Lucas' airspeed allows him to clear some retaliations. Dair also has the added effect of possibly setting up for some more moves.
  • You don't have to fully commit with a Dair approach. Use Lucas' airspeed to weave in and out of your opponent's range.
  • However, Dair as an approach is hindered by the fact that it lacks horizontal range and can be beaten out if your opponent decides to take to the air.
iv) Zair
  • Although suited as a defensive tool, Zair is a quick poke at the opponent that, with its extreme disjoint and ability to set up for grabs, controls a portion of space in front of Lucas. However, its furthest hitbox has a measly ~2% damage.
  • Don't overuse this move, since a lot of characters can beat out Zair.
v) Non-Offensively
  • Sometimes, a simple defensive option can be re-purposed for approach. A sliding shield, spotdodge or (with moderation) a roll can get you inside where other options cannot.
vi) Others
  • Dash Attack receives a notable mention. Despite being quite slow, it's safe on most shields when well spaced and it can set up strings on both of its hitboxes.
  • Ftilt and Jab have low lag and are disjointed, but they can't be used out of a dash, which causes some problems in approaching - nevertheless, they're still considerable options for a slower approach.
  • PK Fire falls under a similar category to Zair. It's harder to deal with, but it's not safe without a backwards SHPKF and it does not set up for anything.
  • Bair has some uses, such as being able to spike an opponent's aerial actions and possessing mild KO power. It's overlooked in favour of Fair, though, as its only disjointed hitbox (the PSI hexagon) is terribly weak, forcing Lucas to use the foot hitbox to do any real damage, which can also be shieldgrabbed. It also does not spike grounded opponents.

Aiming PKT2
This is essential for any Lucas player. The best way to get better at this is to PRACTICE.
  • Lucas initially stalls in the air after firing PKT1, then starts to descend.
  • The direction Lucas is sent in is determined solely by where PKT1 impacts his body - the angle at which PKT1 hits is irrelevant.
    • If PKT1 hits his back foot, he will go flying upwards (~45°), even if the PKT1 came from above his foot.
  • Aiming the fastest PKT2 possible will send you at about a ~20° angle upwards.
  • To aim a vertical PKT2 (~90°), let PKT1 run downwards, then bring it back up to hit Lucas' feet.
    • See Diagrams for more information.
  • To aim a horizontal PKT2 (~0°), you'll need to let PKT1 move up a bit after firing it, then you must bring it around to hit his back, accounting for the slow descent of Lucas shortly after firing PKT1.
    • See Diagrams for more information.
  • To aim a PKT2 directly downward (~270°), move PKT1 up and away from Lucas, then bring it back towards him horizontally and then push down so PKT1 impacts his head.
    • See Diagrams for more information.
  • Steeper recovery angles are easier to perform. Shallower angles are harder to perform, harder to sweetspot the ledge with, and more dangerous, as it's easier for opponents to hit PKT2 when it's coming directly at them.
  • In this way, try to avoid PKT2 around stage height. Instead drop down and start PKT2 further below the stage.
  • You can stall PKT2 by directing the PKT in a larger circle (diagonal angle) or by letting it run downwards for longer before bringing it back up (vertical angle). This can mess up the timing of some edgeguards.
  • Whenever Lucas bounces off a wall by PKT2'ing into it, you can PKT1 again if you press Up-B before you come out of your bounce animation into your helpless animation.
    • Depending on when you do this, Lucas will still be sliding away from the wall after firing PKT1 (similar to Thundersliding), which means you need to change your angle to adjust.
    • You may need to try PKT1 out of a bounce at the last possible moment to ensure that the stage does not eat your PKT.
  • The blast zone will destroy PKT on impact.
    • If you are forced to recover very low, you can immediately PKT2 yourself into a wall, bounce off and gain vertical height before properly reaiming, as opposed to simply trying to aim a high PKT2 and having your PKT eaten by the blast zone.
  • To aim a horizontal PKT2 (~0°), you'll need to let PKT1 move up a bit after firing it, then you must bring it around to hit his back, accounting for the slow descent of Lucas shortly after firing PKT1.
  • To aim a PKT2 directly downward, move PKT1 up and away from Lucas, then bring it back towards him horizontally and then push down so PKT1 impacts his head.
    • It looks somewhat like the left half of the yin yang symbol.
  • When Lucas hits a wall an at an angle shallower than about 60-70 degrees, he'll ride along it.
    • Lucas will not ride any sharp angle changes.
      • If the wall juts out like a ">", Lucas will not be able to turn around the extruded part. He'll come off the wall at an angle parallel to the last wall he was riding.
    • The shallower the angle you PKT2 into a wall, the more vertical height you'll gain.
      • If you PKT2 into a vertical wall at an angle that's barely shallow enough to ride it, Lucas will push or "drill" into the wall and he'll lose a lot of vertical height.
  • If you hit the upper half of the ledge, you will bounce off it instead of grabbing it. This happens most often when you try to PKT2 horizontally at the ledge, so be ready to retry PKT2 from the bounce, if it happens.
Vertical PKT2
Code:
.---.
|   |
L   |
^   |
|   |
|___|

L = Lucas
Horizontal PKT2
Code:
.----.
|    |
1    |
     |
2 <--*

1 = Lucas when he starts PKT
2 = Where Lucas will be when the PKT hits him (remember, he starts
to fall slowly after using PKT1)
Downwards PKT2
Code:
.----.
|    |
\_   |
  \_ |
    \|
     L

L = Lucas

The PKT loop you need to perform for a downwards PKT2
can be done in either direction - you can choose whether to
go clockwise or anticlockwise.
Author
PKBeam
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Latest updates

  1. Update #2

    Refined all of the guide's content and improved aesthetics.
  2. 1.1.5 + extra

    guide updated to reflect patches, (e.g. Nair 12%), simplified Combo section, added Aiming PKT2...

Latest reviews

Quite good! Only piece of advice I'd offer is to mention Nair's susceptibility to SDI. Due to it, the low percent Dthrow > Nair > DJ Nair > Uair combo is not guaranteed.
PKBeam
PKBeam
noted. thanks.
Awesome. However, you should mention that dash attack can combo into up tilt at lower percents if the former is sourspotted.
Great Guide. This really helped my lucas.
Great work, very thorough, every piece of information is helpful. Will definitely be coming back to this for reference!
Good stuff. Pretty sure Ganondorf's up smash is stronger tho :0
Short, and to the point; very concise and easy to understand. Just a couple of minor nitpicks.

The invincibility on Up smash is frames 1-4, not frames 1-5 (though I wish it was 1-5; that extra frame can make all the difference).

Up air does actually hit behind him. The hitbox is out frame 7 as he begins to move his head forward for frames 8 and 9. Interesting thing to note is that up air has less landing lag (12 frames) than nair (13 frames). High damage output combined with low base knockback and low landing lag makes falling up air a good combo starter at early percentages since it won't knock the opponent very far away, but will put them in enough hitstun for you to follow up with something else. At 0% it's even possible to follow up with a grab if the opponent doesn't immediately jump away.
PKBeam
PKBeam
Well, that's what I get for not fact checking... thanks!
Great guide, I like how you give advice on what to do with every move. Nice work, I'm a Lucas main and I've learned a few things :)
Awesome guide! Really useful for beginner Lucas players
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