DrSoussou
Smash Journeyman
Welcome. This is a collection of typical combat situations that occur in Brawl, each provided with a list of preferable options that Lucario can choose from under given circumstances. Not every option can be covered in this thread, but with your help we can cover as many as possible. Some of these descriptions will include instructions on how the actions are performed, why they are used or what they accomplish, and when they are preferred (at what range, against which characters, on which stages, or at what percentages). It is important to remember that not every option will necessarily be optimal, and that each scenario should be fully assessed before choosing any option.
The purpose of reading this should be to make yourself aware of all of Lucario’s different options and advanced techniques, so that when you find yourself in a difficult situation, you will have the tools to respond to it favorably. Never use the same option every time you are presented with a certain scenario. Varying your options is the best way to remain unpredictable and safe while eliciting a desired outcome. Always take into consideration the changing elements of a particular game, matchup, and/or opponent. In other words, realize that a single option may benefit differently at different times, even within the same game/match/set. Enjoy, and please subscribe and feel free to comment, suggest, correct, and contribute.
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:Table of Contents:
Ctrl+F each topic heading bordered by colons (e.g. ":Defense:")
:Table of Contents:
:Glossary:
:Offense:
:Approaching:
:KO:
:Gimps:
:Edge-Guarding:
:AS:
[Punish]
:Grabs/Throws:
:Combos/Strings:
:Defense:
:Spacing:
:AS:
:Recovery:
:Ledge:
:Landing:
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:Glossary:
Most of these terms are from this thread (RJ’s starter guide and database)
http://www.smashboards.com/threads/the-lucario-starter-guide-and-minor-database.239748/, which you should at least skim before reading this one. Some terminology and definitions vary within different communities, but these terms/abbreviations will be used for the purposes of this thread. Some abbreviations will be joined to describe a technique that combines two or more. If you do not understand a certain term or its use in any of the following options, please refer to either the link cited above, or YouTube for a video demonstration. You can also just post your concerns on this thread in the form of a question, or if all else fails, PM (privately message) one of the creators of this thread.
Specific to Lucario
AB= Aura Bonus = increased damage/knockback on aura-based moves caused by stock and/or % deficit.
http://img42.imageshack.us/img42/1382/auramythtrainerinfinity.png
AF = Aura Flame = Side-B (projectile)
AS= Aura Sphere = Neutral-B
ASC = Aura Sphere Charge = press B to charge only
BAS = Baby Aura Sphere = FAS immediately after initiating a charge
DT = Double-Team = Down-B
ES = Extremespeed = Up-B
F1 = Frame-1 FP grab = buffered FP grab from air to landing (activates on frame 1) http://www.youtube.com/watch?v=Hx7pgggGYto#t=4m52s
FAS = Fire AS = press B at any time after completing a charge
FCAS= Fully-Charged AS
FP = Force Palm = Side-B
Non-Specific
AD= Airdodge
BR = B-Reverse = press B, then an immediate directional input away from where you’re facing. Turns you around and reverses trajectory. http://www.youtube.com/watch?v=OEQsXWh0dVY#t=1m
CG = Chain-Grab
CP = Counterpick (stage or character)
CQC = Close-Quarters-Combat
DD = DoubleDare© = Dair, followed by DJ or footstool jump, followed by one or more Dairs
DI = Directional Influence
DJ = Double-Jump
FF= Fastfall
FH= Full-Hop (press jump button)
GUA = Get-up Attack (from ledge or from laying down on floor)
MU= Match-Up
OoS = Out of Shield
SH= Short-Hop (tap jump button)
TB = Turnaround-B = slight directional input away from where you’re facing, immediately followed by B. Turns you around and maintains trajectory. http://www.youtube.com/watch?v=OEQsXWh0dVY#t=33s
WB = Wavebounce = Combines a BR with a TB. While holding forward, input a slight directional tilt back, press B, and then a slight directional tilt forward. Reverses trajectory and maintains direction in which Lucario is facing. http://www.youtube.com/watch?v=GG098jC4in0#t=1m46s
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:Offense:
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:Approaching: (neutral position)
-Air
1. Short-hop: Most common aerial approach, and most diverse. All of Lucario’s aerials can be done before the end of a SH and even after a Fair. Try to end with Nair whenever possible so that you can auto-cancel into a follow-up, and FF whenever you only use one aerial in a SH so that you don’t linger in the air. SHFair > FFNair/Dair > follow-up (grab, FAS, tilts) http://www.youtube.com/watch?v=bW4haAInWNo#t=7m25s
2. Reverse Aerial Rush (RAR): dash towards opponent > pivot > jump > Bair
Time jump and Bair appropriately for opponent’s location (don’t land during end of Bair). This works as a great follow-up for throws and edge-guards well. http://www.youtube.com/watch?v=5Dt3c3OMEeY#t=5m15s
3. WBAS: Best used as punishment after baiting with an empty Fair or unsafe jump. It’s difficult to perform in-game without significant practice, so do not choose this option doubtfully. A whiff usually results in a WBFP or a normal falling ASC, both of which are highly punishable. Can grant a safe retreating charge after a Fair. http://www.youtube.com/watch?v=QofFv6F_NEI#t=39s
4. DD: Dangerous if predicted. Opponents can angle their shield up and let it absorb multiple Dairs. Never fall to the stage after the first Dair. Always use the second jump to either escape, add more Dairs (if you know they will connect), or FFNair. http://www.youtube.com/watch?v=Hx7pgggGYto#t=3m47s
5. ASC: After a SHFair or on its own, an ASC can be used to press an opponent’s shield and even grant a follow-up. http://www.youtube.com/watch?v=Hx7pgggGYto Use any B-stick tricks (WB, TB, BR) to properly aim and land the multi-hit charge. While they are caught, follow up with a jump OoS > retreating Fair or rising Nair. Hold the charge for as long as you feel safe, but remember that they will DI out easily, especially out of a smaller sphere. Usually takes priority over any normal hitboxes. The easiest way is with a TB after a SHFair.
6. Cross-Up: A blanket term used to describe the idea of attacking a defensive opponent head-on, and then continuing past them with another attack. With Lucario, this is normally initiated by an approaching SHFair on shield, then finished with a second aerial as you move through your opponent. Mix up this tactic by using AD after Fair to anticipate your opponent's attempt to counter your approach OoS, and by alternating between cross-up attack options (Bair, Nair, Dair, land > grab). http://www.youtube.com/watch?v=f5I8iJ3cBs8#t=1m56s
-Ground
7. Dash Attack (Datt): As one of your most simple and direct options, it can be good for quick punishments but is very unsafe on shield. Sourspot (late hit) and Sweet-spot (early hit) have different knockback vectors, so remember that followups are different. Usually, your opponent will be sent above and behind you, so follow with a turnaround Fair combo. If they try to land immediately, go for a grab, FP, or another Datt. http://www.youtube.com/watch?v=Z8UEvDsry_w#t=7m43s
8. Dash Grab: foxtrot > dash-grab / run past > pivot grab / dash > Froll > grab
Players expect Lucarios to abuse roll, so vary your approaches
9. Ftilt/Fsmash: mix with walking, stutter-steps, and dashes. Spacing is critical here. Many characters can hit Lucario with a Datt if he whiffs an Fsmash. Ftilt is safer but its still not fast enough to cover an Fsmash or catch an opponent off-guard. http://www.youtube.com/watch?v=J_Dg3i6R20U#t=40s
10. Bait: Using a defensive move during an approach (e.g. dash > dodge > punish)
Works if your opponent is aggro. If not, you’ll end up shielding in front of their shield a lot or spot-dodging as they roll. Only dash > defend if you read an attack.
11. AS: If you need to take stage presence or change the tempo of the game in favor of your offense, toss out AS and know that your opponent will shield/jump/dodge. Then immediately close space and then react to their defense appropriately. http://www.youtube.com/watch?v=SoWnOhBqkbY#t=7m43s
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:KO: Lucario’s kill-moves include Smashes, Aerials (all but Fair), AS, FP, and throws (mainly F/Bthrow). At max AB, all moves can kill except BAS, ASC, ES, Datt, Uthrow, pummels, and jabs 1&2.
1. Fsmash: The strongest part of the hitbox at the end of the aura wall has amazing knockback. Its cooldown will tempt more aggro opponents to punish, so don’t spam or use it during CQC. Zoning with Fsmash is a simple way to force your opponent to make a costly mistake and grant you the kill. Combine it with Ftilts (so you’re not predictable on the ground) and RAR-Bairs and you’ll have them cornered quickly. Stutter-step Fsmash with C-stick.
2. AS: Effective deterrent, zoning tool, and stand-alone threat. At high %, your opponent is more likely to jump out of the way, hold their shield, or ledge-camp, and less likely to risk an AD, PShield, or spot-dodge. Maximize FCAS unpredictability with B-tricks. Try not to hold your FCAS and make it obvious. Throw out spheres that are 99% charged and jump frequently while charging so they have no idea when to dodge. Vary these options and you’re sure to connect with your sphere or KO your opponent thanks to a defensive commitment. http://www.youtube.com/watch?v=bW4haAInWNo#t=13m30s
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:Gimps: Killing your opponent by somehow impeding their ability to return to the stage.
-Edge-Hogs
1. Walk-off: For an opponent who is recovering low or dropping back from the ledge. Run straight off the stage and fall into the opponent with your aerial, then hold the ledge when they try to recover. http://www.youtube.com/watch?v=Z8UEvDsry_w#t=7m49s Many combos can gimp if you DJ > Fair immediately after the first hit connects. Use ES to recover to the ledge and remain hanging as long as necessary. If your opponent attempts to hit you off the ledge, use roll for the most delayed invincibility (especially when you’re over 100%).
2. Combo: If you trap your opponent with the ledge at their back and are able to land a SHFair, continue to fall and Fair without jumping to force them farther away from the stage. Use your jump to add Fairs and maintain height, then use ES when you’ve reached the extent of its range. Never use Nair or you will fall to your death. http://www.youtube.com/watch?v=1cS93poe84s&#t=4m57s
3. Foot-Stool: Compromises recovery if missed, but usually deadly if done properly. From either a walk-off Fair or a combo, use Lucario’s DJ to move over your floating opponent and tap the jump button again to land the foot-stool. Then recover with ES.
-Stage Spike
4. Dair: If you’re on the stage and know that your opponent has to recover upwards from directly beneath the ledge, walk-off > FFDair. If you connect with the side of Dair’s hitbox closest to the stage, your opponent will ricochet off the bottom of the stage, and be launched directly downwards. If you connect with the opposite side (away from stage), your opponent will be launched up and away from the map. Use more Dairs to stall or time your gimp. http://www.youtube.com/watch?v=7Kxnt9buxOk#t=1m18s
5. Bair: Only recommended if your opponent is hanging from the ledge without invincibility frames. Unlikely unless you’re both going for the same ledge and they hang for too long, in which case Fair would also work but probably wouldn’t kill. http://www.youtube.com/watch?v=SoWnOhBqkbY#t=3m10s
-AS
6. BAS: If an opponent has used their DJ to recover over the map or at edge-level, you can gimp their ability to reach the stage by spamming (or with a well-placed) BAS. They will be forced to use their recovery move, which allows you to try for an edge-hog. Sometimes BAS can also cause ledge-hoppers to accidentally SD with their recovery move, so try firing off a few if you’re far away just in case. http://www.youtube.com/watch?v=nSnfT1D2dwA&feature=youtu.be#t=2m17s
7. Force FFAD: When opponents refuse to recover over the map and consistently fall under it to grab the ledge from underneath, FAS at edge-level and they will have to fall faster or AD. This usually means that they will have to use their recovery move in order to survive, which allows you an edge-hogging opportunity.
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:Edge-Guarding:
-Recovering Opponent http://www.youtube.com/watch?v=n7XHYWnSDXs#t=5m10s
1. Fsmash: If an opponent is too far away from the stage to recover over it, using Fsmash while standing at the end of the ledge will force them to stay away from it until they can recover from underneath. Time it well so that they can’t AD through it safely, and you will have a chance to gimp them depending on their recovery. Or you could hit them with Fsmash, which is nice. http://www.youtube.com/watch?v=ERYPW4wdbzQ#t=2m52s
2. AS: Shoot at your recovering opponent to keep the pressure on and either hit them with it or force them to recover from below. http://www.youtube.com/watch?v=fsJ6TNKsgdQ#t=3m20s This is a good option if you want to edge-guard defensively, or just charge AS and let your opponent limp back into the fray.
3. RAR: Very aggressive option, but relatively safe with a high reward, especially if your opponent doesn’t expect it. Bair has a very large and lasting hitbox, so you can probe the air with it at the very least. This can commonly net you a kill. http://www.youtube.com/watch?v=J_Dg3i6R20U#t=12m35s
4. Gimp: Employ any of Lucario’s various gimp options, see “Gimps”.
5. Grab Ledge: Not usually a very reliable option, but this can force opponents to recover over the map and net you a free punish. However, if they opt to fall underneath, you could be vulnerable to their attack while recovering. Time your invincibility frames carefully. http://www.youtube.com/watch?v=bW4haAInWNo#t=2m10s
-Opponent on Ledge: Always try to cover the basic options (attack, stand, roll, jump, hop).
6. Smash: Try to stand a perfect Fsmash’s distance away from the ledge, covering their standing and jumping options by default. Move a little closer and Dsmash will cover both rolling and standing, but you’ll be susceptible to a lot of ledge-attacks. Charge smashes for timing, and mix with Ftilt so you're not predictable. http://www.youtube.com/watch?v=ERYPW4wdbzQ#t=12m13s
7. AS: FCAS fired from the ground can often hit someone hanging from the ledge, but the main threat is in holding/moving around with an ASC so that your opponent is unsure of what options are safe. Holding a stationary ASC should keep your opponent from standing or rolling onto a level even with the stage, so expect them to jump or hop and punish them for it. http://www.youtube.com/watch?v=bW4haAInWNo#t=4m20s
8. Dtilt: This can sometimes be an unsafe option because it requires standing pretty close to the edge of the stage, but it can often poke an opponent who holds onto the ledge past their allotted invincibility frames. http://www.youtube.com/watch?v=1cS93poe84s&#t=1m14s
9. Dair: Jump to a position over the ledge and use multiple Dairs, this will cause them to second-guess the safety of everything but a roll. More often than not, you should be able to land a hit.
10. Aerial: Covers jumps and can be followed up with Dair. If you make this obvious or use it too many times in succession, your opponent will probably stand or hop while you’re in the air depending on how far away you are.
11. Grab: Many opponents abuse ledge-hopping, especially ledge-hop > AD. If you predict this and get the timing right, all you have to do is face the edge and grab. Also counters ledge > stand. Follow by throwing them back off-stage for further edge-guarding. http://www.youtube.com/watch?v=ERYPW4wdbzQ#t=2m45s
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:AS:
-Charging
1. Threat: FAS has less startup lag from a charged position, so it really scares opponents at high%. FAS from a falling ASC is also highly unpredictable, and opponents will be hesitant to approach you from long range. This is good for slowing the tempo of the match and earning some breathing room. You obviously have to fire on occasion or your opponent will begin to call your bluff, interpreting ASC as an opening to attack. http://www.youtube.com/watch?v=L1ZCyWFT3w0#t=2m35s
2. Hitbox: The priority of ASC’s hitbox causes tremendous shield pressure, so don’t be afraid to approach with it occasionally.When an opponent is caught in the charge, you can quickly follow into some combos. Jump OoS > Backwards Fair > FFNair. In the air, you can also use the ASC hitbox for protection against moves with low priority. TBASC has many creative uses. http://www.youtube.com/watch?v=1cS93poe84s&#t=2m50s
3. Options: On stage: spot-dodge, jump OoS, roll, FAS, shield, grab. In the air: AD or FAS.
-Firing FCAS
4. Distraction: FAS to elicit a defensive reaction, and then quickly punish. Works best when in closer proximity to your opponent. Most people will shield, so you can follow up with a grab or anticipate that they will release it. http://www.youtube.com/watch?v=7Kxnt9buxOk#t=1m9s If they’re in the air, FAS and they’ll either jump or FFAD. This can lead to a Datt or an opportunity to juggle.
5. Releases: Opponents normally expect Lucario to FAS from mid-range (close-range is unsafe and long-range is easy to negate), but they don’t expect every mix-up. Try walking off a platform and BRFAS immediately in the opposite direction. Jump to a platform, cancel it, then fall back through it and FAS. Use plenty of B-tricks and cancel your charges while moving. http://www.youtube.com/watch?v=bW4haAInWNo#t=29s WBFAS after a SHFair. Retreat jump and then TBFAS. Charge AS on the ground, jump OoS, finish charging in the air, then FAS.
6. KO: see “KOs”, above. http://www.youtube.com/watch?v=vOPnX9WtsP4#t=16m32s
-BAS
7. Force Approach: Especially against characters w/o projectiles, they will be forced to attack you or keep taking damage. No one can Power-shield forever, but they can move forward. http://www.youtube.com/watch?v=L1ZCyWFT3w0#t=3m37s
8. Damage: Every percent helps. Don’t be afraid to play like a Falco if you’re desperate.
9. Conditioning: When mixing SHBAS with slightly charged ones and fast/continuous ones, your opponent will predictably avoid them while approaching. Use this to dictate their actions.
10. Hitstun: If you’re able to quickly fire a BAS in close proximity to your opponent, the resulting hitstun can often provide a free followup. Take advantage of this to land a quick combo. http://www.youtube.com/watch?v=Z8UEvDsry_w#t=3m5s
-B-Tricks
11. Mixups: Your goal should be to worry your opponent every time you enter the air. Keep them guessing as to which way you’ll end up moving and facing, as well as whether you’ll be firing or charging your AS or following up with a different attack. Flashiness is intimidating. http://www.youtube.com/watch?v=L1ZCyWFT3w0#t=18m30s
12. Mobility: Use B-tricks to keep yourself in a favorable position over your opponent. Once you’ve mastered them, a risky or accidental SH forward will be nothing a quick WB can’t fix. http://www.youtube.com/watch?v=L1ZCyWFT3w0#t=4m
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[Punish] How to take advantage of mistakes made by your opponent most efficiently.
-Speed: When the amount of time available to punish is the limiting factor.
1. Grab: All things considered, grabbing is usually a very safe and reliable punishment option. At most percentages, there will be some sort of follow-up that you can grant yourself from a given throw, and a grab is very fast to execute. See “Grabs/Throws” below for more info. http://www.youtube.com/watch?v=bW4haAInWNo#t=3m18s
2. Datt: Dashing towards your opponent will help to quickly cover any distance between you, and Datt will substitute for a grab if there’s no time to be precise. Follow up accordingly. http://www.youtube.com/watch?v=5Dt3c3OMEeY#t=35s
-Range: When your distance from your opponent is the limiting factor.
3. Air: If your opponent is in the air, punish with your most fresh aerial if you are aware of which moves you have used recently. Avoid Fair and the weak portion of Nair if you can. http://www.youtube.com/watch?v=5Dt3c3OMEeY#t=2m44s
4. Ground: If you’re within smash range of your opponent when they make themselves vulnerable, know that Dsmash is stronger, and more likely to be fresh than Fsmash. Avoid Usmash, and charge your punishment option as much as you can if possible. http://www.youtube.com/watch?v=bW4haAInWNo#t=6m58s
5. FCAS: For a combination of high damage output and long range capability in a given punish. Unfortunately, this will usually require you to predict your opponent’s mistake. http://www.youtube.com/watch?v=5Dt3c3OMEeY#t=1m21s
-Damage: Strongest possible punishment.
6. Smashes: If time isn’t a factor (your opponent’s shield breaks or you predict their move), try to maximize damage with a charged smash. Take move freshness into account. http://www.youtube.com/watch?v=n7XHYWnSDXs#t=3m52s
7. FCAS: If you’ve already charged your AS, there is no other option that is potentially as fast and powerful. Keep in mind that your AB will affect the strength of your sphere. http://www.youtube.com/watch?v=J_Dg3i6R20U#t=10m27s
8. KO: Take your opponent’s stock if you can. This may call for a circumstantial move, like Utilt if you’re at a high point on a map with a low ceiling, or a fast but weak/stale move if you’re close a a map’s boundary.
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:Grabs/Throws:
-Choice
1. Aura: If your AB is high, Uthrow and Fthrow gain damage and knockback. If not, ~10% from Bthrow and Dthrow may be more reliable. Consider your opponent’s damage as well as possible follow-ups. http://www.youtube.com/watch?v=bW4haAInWNo#t=8m19s
2. Location: Your position on the map will influence the direction in which you want to throw your opponent. Tossing your opponent off the stage and following-up with an edgeguard is always a good strategy. Always know where the nearest stage boundaries are. http://www.youtube.com/watch?v=bW4haAInWNo#t=4m37s
3. Freshness: If your first options for throwing are now stale, use a fresh throw instead, especially if the direction you send your opponent doesn’t particularly matter. Consider aura. http://www.youtube.com/watch?v=J_Dg3i6R20U#t=2m11s
-CG
4. FP: Certain heavy characters that fall quickly and are easy to grab are susceptible to continuous FP. Although this is not a true CG and only works when your opponent is at low percent, it can deal quite a bit of damage very quickly, especially with follow-ups and high AB. http://www.youtube.com/watch?v=h1QmLSzSkDw#t=45s
5. Uthrow: Lucario only has one true CG, and it is very limited. Because Uthrow has very little knockback, it can be chained against fast-falling characters. Uthrow CG Fox from 0-22%. http://www.youtube.com/watch?v=1cS93poe84s&#t=3m32s
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:Combos/Strings:*This is not a list of guaranteed, unbreakable combos. Some are basic strategies and attacks that are simply worth knowing and practicing. Others are very situational and improvised.
1. Jab Cancel: Input “Down” after Jab1 or 2, then follow up or reset.
Jab1 > Jab2 > Grab/FP/Ftilt/FAS/Jab1/Fsmash http://www.youtube.com/watch?v=BdV_EXCkyNA#t=1m20s
Jab1 > Jab2 > Dtilt > Fsmash
2. SHFair: Lucario’s bread-and-butter aerial approach. Leads to many different frame-traps. http://www.youtube.com/watch?v=n7XHYWnSDXs#t=3m15s
SHFair > Dair > FCAS
SHFair > FFNair > Jab1 > Jab2 > cancel > Grab
SHFair > Bair (cross-up)
SHFair > turnF1
SHFair > TBASC > jumpOoS > Fair http://www.youtube.com/watch?v=ERYPW4wdbzQ#t=4m07s
3. Fair: In the air, Lucario can frame-trap many characters. Sometimes this leads to a gimp. http://www.youtube.com/watch?v=1cS93poe84s&#t=4m45s
Fair > Fair > jumpFair > Fair > ES(recover)
Fair > Fair > jumpUair/Nair
4. Dash-attack: When the sour-spot connects, your opponent is sent above and behind you.
Datt > turnaround > Datt/Grab >
Datt > Utilt > Uair > http://www.youtube.com/watch?v=1cS93poe84s&#t=2m10s
Datt > turnSHFair > Dair/FFNair
5. Grabs/Throws: Some throws can be followed up at low percent.
Uthrow > Uthrow (CG on Fox)
Dthrow > Fair > FFNair
FP > FP > Grab > Uthrow > Utilt >
6. Combo: Put all of these principles together to chain your attacks and create strings. http://www.youtube.com/watch?annotation_id=annotation_820642&feature=iv&src_vid=Pcj1PjtCddE&v=f5I8iJ3cBs8#t=3m44s
SHFair > FFNair > Jab1 > cancel-Grab > Uthrow > Utilt > SHNair
Fair > FFNair > Utilt >> Fair > FFNair > Utilt
Datt > turnSHFair > Dair > FCAS
Jab1 > Jab2 > FP > FP > Grab > Uthrow > Usmash > Uair > Fair > FCAS
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:Defense:
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:Spacing:The goal of proper spacing is to assert that the area around you is unsafe for your opponent. Simultaneously, you need to be ready to test your opponent’s defenses.
-Air
1. AS: To prevent an aerial assault, a good option is to SHASC. This will force your opponent to be wary of a possible AS being launched in their direction as they jump. Several ways to perform this include a forwards, backwards or neutral SH, a RAR->BRASC, or even a WBASC. These options will force your opponent to expect an aerial only to see it cancelled into an AS that could be fired at them at any moment to punish their reaction. Cancel your charge with AD and reset if necessary.
2. SHBair: Bair has a large hitbox and is safer to toss out at mid-range than AS. FF to minimize vulnerability time in the air, and be ready to react to your opponent’s response. For example, if they attack you after you complete your Bair, DJ->Dair to punish before landing.
3. SHFair: Faster than Bair but doesn’t last as long. You can follow-up with another aerial, which you can’t do with SHBair, or with FAS or ASC and any B-trick. Fair is also very good for retreating. Space with SHFair by jumping backwards and using C-stick to Fair forwards. http://www.youtube.com/watch?v=1cS93poe84s&#t=24s
-Ground
4. Fsmash: Very effective deterrent with significant range, however it may be dangerous at mid-range against an opponent fast enough to punish the startup or ending lag. Stutter-step with C-stick as a mixup, and try not to overuse in succession.
5. Ftilt: Much faster and less risky than Fsmash, but with half the range. Two hitboxes come in handy for getting through power-shielding and clanks. Can be tilted upwards and downwards. http://www.youtube.com/watch?v=0LQu6OuPVpM#t=18s
6. Footsies: Movement is very important in spacing. Combine dashes, walking, foxtrots, stutter-steps, retreating pivot-grabs, and shielding to move in and out of your opponent’s effective range of attack. Make them cautious about making a move for fear of punishment. http://www.youtube.com/watch?v=5Dt3c3OMEeY#t=19s
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:AS:
-ASC
1. Nuclear deterrent: Showing off a charging AS will keep an opponent from walking towards you, because they know you could fire it at any time. If they’re still determined to approach, they may take to the air or foxtrot towards you while popping their shield. http://www.youtube.com/watch?v=ERYPW4wdbzQ#t=4m07s
2. Hitbox: The charging AS’s multiple hitboxes can defend you in the air when landing or on the ground from an opponent closing in (although just standing there isn’t recommended). http://www.youtube.com/watch?v=vOPnX9WtsP4#t=9m37s
-FAS
3. Obstacle: AS can often be used as a tool to place a hurdle between you and your opponent. If you're caught in an unfavorable position or you're afraid of your opponent closing in on you at mid-range, FAS (or even just a single quick BAS) to keep them at bay momentarily while you reset the situation. http://www.youtube.com/watch?v=Z8UEvDsry_w#t=8m10s
4. Interrupt: Use AS to disrupt your opponent’s offensive rhythm. If you’re caught in a string of their attacks, particularly in the air, this can be useful at a distance. Also useful if they’re charging their own projectile. http://www.youtube.com/watch?v=bW4haAInWNo#t=9m48s
-Zoning: Creating potentially-unsafe areas on the map in order to control or influence your opponent’s movement.
5. Vertical: AS can eliminate options for your opponent. Jumping in the air > FAS can force your opponent to stay on the ground, and FAS on the ground can make them want to stay in the air. Combine these influences by jumping and simply charging your AS, this will make it momentarily unclear to them what position on the map is safest. http://www.youtube.com/watch?v=5CV5TJ3iSV8#t=1m50s
6. Punish: Good defense is often good offense. The purpose of zoning is to force your opponent’s hand, which gives you a much higher chance of accurately predicting where they will go or what they will do. Use this to bring the fight to them before you’re cornered. http://www.youtube.com/watch?v=SoWnOhBqkbY#t=1m54s
-Blocking
7. Clank: AS comes in many sizes, which means it can clank with or beat many attacks of varying power. http://www.youtube.com/watch?v=7Kxnt9buxOk#t=8m30s It detonates many projectiles and its slow movement causes it to last long enough to interfere with various attacks. Using it as a shield is always an option. http://www.youtube.com/watch?v=n7XHYWnSDXs#t=4m08s
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:Recovery:
-DI: The best DI includes both the C-stick to perform your fastest-ending aerial, and the analog stick to aim towards the corner of stage. Never AD to DI, and always save your DJ.
1. Fair: Fastest-ending aerial. Repeatedly using Fair will slow Lucario’s momentum after being launched and help you to survive longer than normal. Continue Fair until in control. http://www.youtube.com/watch?v=UTzKOtLevbo#t=2m
2. Dair: Momentum-cancelling aerial. Depending on your launch trajectory, Dair can be used to halt momentum and help keep you out of the stage’s blast-zones. Use with/after Fair. http://www.youtube.com/watch?v=7Kxnt9buxOk#t=1m40s If we get launched sideways we should F-air / D-air with a DJ D-air. Likewise, we should DI vertical momentum with stage corner DI and F-air / D-air with TB-ASC>AD or DT for more momentum cancel.
-Position
3. Over Stage: If your launch is vertical or high enough that you can drift back onto the stage without having to reach the ledge, try to recover by landing safely (see “Landing”, below). A strategy that Trela often employs involves his use of a TBAS after DI from launch so that his back is turned to the stage. This allows him to use Bair to protect himself as he drifts towards the stage rather than Fair, which has a shorter, smaller, and more vulnerable hitbox than Bair. http://www.youtube.com/watch?v=JpGWY6OWe78#t=39s
4. Ledge: If you’re too far away, and/or your opponent is preventing you from landing safely over the stage, the safest option is to recover directly to the ledge and then use a ledge option to get back onstage. Try to save your DJ so that you can use it to reach the ledge directly, rather than using ES. You can also use your DJ to attack the ledge, keeping it safe from your opponent with Fair or AS as you prepare to grab it. You can also ES to the ledge from anywhere within range. http://www.youtube.com/watch?v=bW4haAInWNo#t=9m38s
5. Under Stage: If your opponent is holding the ledge and you can’t recover over the stage, you’ll have to recover from underneath it. Drift as closely to the ledge as you can and use attacks or stalling techniques so that the ledge is available when you need to grab it. If its still contested, recover over the stage and accept punishment. http://www.youtube.com/watch?v=J_Dg3i6R20U#t=9m49s
-ES: ES has no hitbox, but a lot of range and the ability to bend. It clings directly to walls.
6. Position: ES can be used to recover anywhere on the stage, but is punishable when you don’t use it to directly grab the ledge. Sometimes using ES early to recover high is a good, unpredictable recovery mixup. Using ES to go into the stage floor cancels some lag. http://www.youtube.com/watch?v=NmtfAwmwxhU#t=2m20s
7. Ledge-Hog: If your opponent is holding the ledge, you can’t take control of it because ES has no hitbox. This means that you will be forced to recover over the stage, and your opponent will use a GUA for a free punish. This is ALWAYS preferable to losing your stock. http://www.youtube.com/watch?v=vOPnX9WtsP4#t=4m36s
8. Wall: ES can be used to cling to a wall (Yoshi’s, FD, Frigate). From this position, you can wall-jump in order to recover to the ledge or over the stage. However, you must recover after this, because you can’t use ES again unless you take knockback, land, or grab the ledge. http://www.youtube.com/watch?v=vOPnX9WtsP4#t=14m7s
9. DJ: If you’re too far to reach the stage with just your DJ, or you’ve already used/lost it, you’ll be forced to use ES. Without your DJ, any move with lasting lag will prevent you from recovering with ES (e.g. Nair), so make sure to save your DJ and recover early if you can’t. http://www.youtube.com/watch?v=J_Dg3i6R20U#t=4m14s
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:Ledge: Default ledge options (jump, roll, stand, GUA) have two forms (0-99%, 100+%).
-Jump: tap up, or any jump button.
1. Jump > (FF)AD: Good for baiting your opponent into the air and then safely landing. http://www.youtube.com/watch?v=ERYPW4wdbzQ#t=8m48s
2. Jump > Dair: For a dumb opponent who stands at the end of the stage, or a clever one who tries to run off > DJBair as you climb up. http://www.youtube.com/watch?v=1cS93poe84s&#t=3m54s
3. Jump > DJ: Good for staying above the opponent if they don’t chase you into the air. Your opponent will try to juggle you after this option, so land safely (see “Landing” below). http://www.youtube.com/watch?v=5Dt3c3OMEeY#t=2m18s
-Drop: tap down or away from the stage.
4. Drop > ES: Good for resetting your invincibility frames, properly timing an edge-hog kill, or dodging an attack aimed at the ledge. Drop > DJ works the same way, with different timing. http://www.youtube.com/watch?v=SoWnOhBqkbY#t=57s
5. Drop > aerial: For harassing an opponent attacking you offstage or trying to recover.
6. Drop > cling: On FD and a few other maps, you can fall into a wall-cling and then wall-jump over the edge onto the map, usually with a Bair to create space for protection.
-Hop: Dropping from ledge and using DJ to recover onto the stage.
7. Ledge-hop > AD: A very safe option unless your opponent reads your initial drop. Your AD will keep you invulnerable throughout the hop, and can even continue into a spot-dodge.
8. Ledge-hop > aerial: Great for varying your recovery onto the lip of the stage. You can even land a Fair > FFNair combo if you time your jumping Fair correctly. http://www.youtube.com/watch?v=1cS93poe84s&#t=3m45s If using Fair to commit over the stage is still unsafe, you can Fair past the ledge once and then use another retreating Fair to keep from being hit while immediately returning to grab the ledge.
9. Ledge-hop > (FC)AS: Good for backing up an opponent attacking far from the ledge. http://www.youtube.com/watch?v=UTzKOtLevbo#t=2m9s
10. Ledge-hop > shark: An attack from the ledge done without Lucario returning above the stage. Best option is Uair, which can go through the ledge on many maps (doesn’t work on FD, Frigate, or Yoshi’s), but Fair can also work. Recover safely. http://www.youtube.com/watch?v=bW4haAInWNo#t=5m18s
11. Ledge-hop > Wall-jump: On FD, BF, Yoshi's, PS, and a few other stages, you can ledge-hop back into the ledge, and if you do it quickly enough you will wall-jump off the ledge and end up higher out over the map. I like to use this as a mixup and BRASC at the peak of the jump, giving me a charge while moving towards the stage over my opponent and also facing them.
12. Ledge-hop > TBASC: Complicated to execute, risky, gimmicky, and flashy, but potentially decent reward. Will only work on an opponent standing pretty close to the edge of the stage. Press back to just barely fall away from the edge, then immediately use your DJ to get Lucario over the stage. While heading towards your edge-guarding opponent, use a TB and get them caught in the charge. http://www.youtube.com/watch?v=Hx7pgggGYto#t=1m47s Follow up the multiple hits with a shield-cancel > rising Nair / retreating Fair combo.
13. Ledge-hop > DT: not recommended. Marth's do this with their counter all the time, but we usually end up off the map with our counter-attack when done improperly. Can work sometimes, but it’s dangerous.
-Roll/Stand: Shield to roll, tap towards the stage to stand.
14. Roll: Can be dangerously easy to read, especially over 100%. http://www.youtube.com/watch?v=bW4haAInWNo#t=15m12s Gets past an opponent standing right at the ledge or taking to the air. http://www.youtube.com/watch?v=bW4haAInWNo#t=14m51s
15. Stand: Fastest option for getting your paws back on the ground. Keeps you close to the edge of the stage and can be risky unless your opponent is farther away. http://www.youtube.com/watch?v=5Dt3c3OMEeY#t=10s
-GUA: Press A/B to attack an opponent near the edge.
16. 0-99%: Very fast, with deceptively-long range over the edge. Loses to opponent’s shield. http://www.youtube.com/watch?v=5Dt3c3OMEeY#t=7m5s
17. 100+%: Very slow and easy to react to. However, Lucario is totally invincible until its over. http://www.youtube.com/watch?v=SoWnOhBqkbY#t=1m36s
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:Landing: Mix as many of these options as you safely can during every landing.
-WB/TB/BR
1. WB/BR: Since you change trajectory with both of these, they can be extremely useful for moving away from your opponent while conserving your DJ. When charging, the AS hitbox itself can serve as some protection, and when firing, you can cover your landing.
2. TB: This can’t help to abruptly change your direction, but the defensive ASC hitbox still works. Alternately, employ one of Trela’s favorite tactics and TB > AD directly after being launched to turn your back to the stage. This allows your Bair to help you recover rather than Fair, which has a weaker and smaller hitbox with less duration. Be careful not to accidentally BR instead near the boundaries of the map...you’ll propel yourself into the blast-zone and die.
-AD
3. FFAD: You should pretty much always be fast-falling if you AD to land and avoid being juggled. This option speaks for itself, but remember, just because you CAN use it multiple times doesn’t mean that you should (especially not in succession). http://www.youtube.com/watch?v=L1ZCyWFT3w0#t=17m43s
-Dair Stall
4. High: Useful if you simply need to buy time. It can be done multiple times in succession and Lucario will only fall slightly. This will also stop you from drifting horizontally, so it can confuse someone trying to follow your expected path. BRs and TBs will lose their effectiveness, though. http://www.youtube.com/watch?v=bW4haAInWNo#t=15m20s
5. Low: Best only done after using your DJ close to the stage. This will deter your opponent from rushing to a position directly beneath you, and lets you clear your LZ. http://www.youtube.com/watch?v=SoWnOhBqkbY#t=1m25s
-DJ
6. Wasting DJ: CONSERVE YOUR DJ AT ALL COSTS!!! This is the only thing you have that can be used to regain height other than ES, so don’t waste it. Common wastes include using it at the extent of your launch to regulate your momentum, adding height to a vertical launch so you can charge AS while landing, and jumping to reverse trajectory (USE BR!). Without DJ, Lucario is very helpless off-stage. http://www.youtube.com/watch?v=5Dt3c3OMEeY#t=1m2s
7. Using DJ: If you’re over the stage, just consider it another mix-up for safe landing. It can be a good way to generate horizontal momentum before reversing it, or making the opponent thing you’re about to land and then DJDair-ing them when they get closer. Be careful, though. If you use it and then fail to land, you could be juggled off the map and forced to ES. If you’re away from the stage, DJ can be used to bypass the edge and start an aerial combo on your opponent as they edge-guard.
Thanks to all of those people who contributed in some way to this thread. Hopefully I cited my sources properly. I will continue editing this post with additional comments and corrections, as well as adding video tags to those sections that need clarification.