redcometchar
Smash Journeyman
Hold up tauntguys 3.6 lucario's new run animation is soo SICK
somebody teach me how to play this character
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Hold up tauntguys 3.6 lucario's new run animation is soo SICK
somebody teach me how to play this character
Currently, if you extremespeed from the ground, you can jump into an air dodge, or extremespeed again. Lucario can only not air dodge from extremespeed if you use it while not grounded.I've an idea for the upB. I feel that not being able to air-dodge out of upB for recovery makes sense. However This takes away a lot of onstage uses (such as wave-landing to chase or wait and see what your opponent does).
what if Lucario could air-dodge out of upB cancel if he still had his double-jump or if he upBs from the ground. This would retain its onstage offensive uses while still removing the recovery option of the air-dodge.
other thoughts:
I feel that having ASC IASA being 6 instead of 8 would be beneficial. Its still a nerf to the ASC from 3.5, but it makes short hop -> wave-bounce/b-reversal ASC -> fair/dair/uair/wave-land/perfect-land more lenient. Having those movement and attack options were some of my favorite things about Lucario in the previous patch. I'd be a shame to lose most of those options.
I think the uptaunt damage is a bit much, 5% for each 5 aura points is not worth it. The idea behind it is good; a tradeoff of aura for damage, makes one think about it. I think itd be good to have the first charge up give 5% damage, then 3%, then 1%. Or if that is to little, have it build up to 5% damage.
I agree with all the other changes, or at least I don't mind them (except the dash/run animations, but that is just a cosmetic thing).
I think it was "too good" in some MUs.Does anyone else find his new run kinda dumb looking? What was wrong with his run before?
That's true, I guess I am more interested to being able to air-dodge from the and upB starterd in air, say being able to air-dodge on the upB cancel if you still have the double jump, however it burns that double jump.Currently, if you extremespeed from the ground, you can jump into an air dodge, or extremespeed again. Lucario can only not air dodge from extremespeed if you use it while not grounded.
Ah that is true, hadn't thought about it deeply enough. I do like the strategy bit, thanks!Also, I disagree in that 5% damage is a bit much, its actually perfectly to scale. 10% to your enemy gives you 10 aura, 10% to yourself gives you 10 aura. Yeah, its true that the 10% you inflict to yourself can put you in kill zone, but it can also put you outside of a kill zone in certain match ups. It really adds strategy to when you should be taunting or not. Also, you can choose to taunt when you know you need only ~5 more points to have a charge. An aura charge used in the correct place at the correct time leads to a stock.
I don't think it will help all that much because of the lag you have when you just straight up throw it. For lucario's neutral to be good, he needs an approach tool, (what DTC was). Charging aura sphere takes a second or two as well. If you could throw it and then waveland to your enemy i could see it working. Also, if your opponent power shields it, you kinda lose your positional advantage, (unless you powershield it back).I was testing the ES thing myself, but apparently you can't air dodge to recover at all. Even using ESC -> DJ doesn't allow you to air dodge to recover. There was a weekly here yesterday, and I can't tell you the number of times I got punished attempting to use DTC as an approach. Those 10 intangibility frames really made a difference in previous patches. I have a gut feeling DTC is going to lose its approach qualities now.
Anyways I wanna ask the rest of you a question about the vanilla Brawl speed FCAS idea I'm advocating. Do you guys feel it would help make up for some of the neutral hits Luc took? I talked to a couple of buddies about how it might affect certain MU, and they said they think it would actually add to Luc's creativity. By giving a fully charged AS vanilla Brawl speed it could help us better control neutral in some MU. We would retain the slow 15% AS when it's mostly charged, but by adding an increased speed AS it could help force things out of the opponent that Luc seems to lack.
Actually the point of the speed increase is to help force things out of the opponent. With all the ASC we do it can be stored off a conversion. I'm still running all these possible applications through my head as well, so it's still an idea in the rough.I don't think it will help all that much because of the lag you have when you just straight up throw it. For lucario's neutral to be good, he needs an approach tool, (what DTC was). Charging aura sphere takes a second or two as well. If you could throw it and then waveland to your enemy i could see it working. Also, if your opponent power shields it, you kinda lose your positional advantage, (unless you powershield it back).
Actually the point of the speed increase is to help force things out of the opponent. With all the ASC we do it can be stored off a conversion.
My take on DTC is that it was never intended to be an approach, which the intangibility on it in previous matches made that pointless, but it is still a phenomenal punish tool, which is basically Lucario. And you can still approach per-say with down-B, just dont cancel it and cross them up. It works well when used with thought.here was a weekly here yesterday, and I can't tell you the number of times I got punished attempting to use DTC as an approach. Those 10 intangibility frames really made a difference in previous patches. I have a gut feeling DTC is going to lose its approach qualities now.
Well, it was recommended by PMBR Lucario players back in the 2.0 series builds days.My take on DTC is that it was never intended to be an approach
Wait, when did top 10 become "meh"?3.5 lucario was already meh
yea true, but that's still goes with my idea of it being a crutch back then, albeit an unknown one really. Either way I think the change to remove intangibility from DTC is a good one. Though I really like the idea some one had (sorry forget who's it is) to still have intangibly but only on the first frame the hitboxes are active.Well, it was recommended by PMBR Lucario players back in the 2.0 series builds days.
I think I should specify. I meant as an occasional mix up tool to approach. Most of the time it's DD. Losing the 10 additional intangibility frames really put that much of a dent into the potential approach mix up options it had during that weekly.My take on DTC is that it was never intended to be an approach, which the intangibility on it in previous matches made that pointless, but it is still a phenomenal punish tool, which is basically Lucario. And you can still approach per-say with down-B, just dont cancel it and cross them up. It works well when used with thought.
In general I feel Lucarios in general used the DTC intangibility as a crutch in previous builds, now I think as a whole playing as Lucario will promote more thought-out play
Math.the new running and aura animation look really stupid,the old ones were fine.
the up taunt is pretty ridiculous and is probably only useful when you know that you will get aura soon.but how can you know?
Optimal play involving taunting multiple times every time you kill someone, or if opponent is full-screen/offstage and has to take a long time to recover (e.g. samus bomb jumping) is what's questionable. The taunt is now a neat easter egg as it was originally intended, rather than obviously the best thing to do a lot.I think making him take 5% per 5 aura is a questionable change. All of the "bonuses" you get from the damage aren't real imo. Lucario does have to manage resources, but there's no reason to make him trade part of his stock for a little bit of aura between kills. Aura charge is his central mechanic so why are we making him slice his wrists to charge it? It just seems like it's gimmicky overbalancing to me. He already gains aura more slowly now, so when you get a kill I don't see an issue with him being able to amass his central resource. He still has to use it wisely but he gets a little extra from taking a stock.
Unless this mechanic was always there, it would have disappointed [but not surprised] me if they just straight-up removed it... no one else gets a strict bonus from taunting [Ganondorf, Luigi, and Ike's taunts are impractical, although I've landed Ike's in tournament play, unfortunately offstream] and it's not tied to a move he has [the way Lucas gives up another option to simply hold B to power up smashes] - if Lucario's neutral B did this, then I'd fully agree making it do damage is silly, but as is, I agree the change is good, even if I initially disliked it a lot.Optimal play involving taunting multiple times every time you kill someone, or if opponent is full-screen/offstage and has to take a long time to recover (e.g. samus bomb jumping) is what's questionable. The taunt is now a neat easter egg as it was originally intended, rather than obviously the best thing to do a lot.
Yes but it's an easter egg that feeds into his central mechanic. An easter egg that has practical use. How can you not expect it to be utilized? I wouldn't even call it an easter egg as much as a mechanic/tool that the character has at his disposal. No other character has to forfeit a chunk of their stock to charge anything. Ivysaur has a similar mechanic, albeit less versatile at its conclusion, and she can charge it between stocks and doesn't have to lose percent for doing it. I don't get why gaining some aura in such situations is questionable at all. Other characters have optimal play involving charging something between stocks so how is that even questionable? Lessen the rate of aura gain if it's that much of an issue. I just think the damage is hard unnecessary. And based on how you described it to me, the decision for the damage infliction wasn't made out of balancing logic, but some arbitrary ideology.Optimal play involving taunting multiple times every time you kill someone, or if opponent is full-screen/offstage and has to take a long time to recover (e.g. samus bomb jumping) is what's questionable. The taunt is now a neat easter egg as it was originally intended, rather than obviously the best thing to do a lot.
Correct.based on how you described it to me, the decision for the damage infliction wasn't made out of balancing logic
Every ideology is arbitrary to some degree, man. Doesn't make it wrong.but some arbitrary ideology.
Well I literally can't argue with that. All I can say is it doesn't make it right either. You're just gimping a legitimate tool in his tool kit in a silly fashion and I don't agree with it. I think it would be fine if he was able to charge aura between stocks. That's really all I can say. I'm not the one in the design seat and all I can do is voice disapproval, which I've done. That's all folks.Correct.
Every ideology is arbitrary to some degree, man. Doesn't make it wrong.
I think thats an interesting suggestion; but I'm pretty sure that players who don't play lucario will mostly complain about it.What if we make another taunt heal him but use aura to balance out the aura control mechanic
What do you mean?I just realized something. With the charge hitbox of AS being pushed back to frame ten, and cancel framepushed back to frame eight, we shouldn't have anymore of those "ASCnopelolnoknockback" moments. That's a legitimate buff.
More like a fix. Canceling the knockback of attacks was absolutely ridiculous and abused for building up a lot of damage. It was a necessary change to make Lucario reasonable.I just realized something. With the charge hitbox of AS being pushed back to frame ten, and cancel framepushed back to frame eight, we shouldn't have anymore of those "ASCnopelolnoknockback" moments. That's a legitimate buff.
We should avoid silly gimmicks like that. Not only would it be bad for offsetting the taunt damage, but it doesn't make sense in the context of the character. Also a TERRIBLE waste of aura. Just re read that.What if we make another taunt heal him but use aura to balance out the aura control mechanic
This also makes no sense in the context of the character. But let's try putting light armor on every move where getting hit out of it is inconvenient lol. That's not a fix for anything it's just handing out gratuitous and needless buffs.Here's an idea, what if you can add light armour in Lucario's DTC? It certainly helps approaches and you won't get knocked out by weak moves and still get interrupted by smashes etc etc
Basically using ASC in 3.5 and earlier patches when close to the opponent after landing a move could halt knockback completely. It could prevent kill moves from killing, or just rack up ridiculous amounts of damage.What do you mean?
I definitely agree. I saw IPK do that several times. One notable example was a match against Falcon where IPK did several dsmash -> ASC that locked the opponent. It was crazy. However I see it as more of a buff because now I don't have ASC stopping my kill moves on occasion due to my poor spacing.More like a fix. Canceling the knockback of attacks was absolutely ridiculous and abused for building up a lot of damage. It was a necessary change to make Lucario reasonable.
DT is fine as is. It emphasises Lucario as a punish character. DTC previously was a bit toxic. We had 10+ frames of unclankable (from grounded foes anyways) aerial attacks, and intangible approaches that had 10+ frames was a bit ridiculous. Adding light armor would only serve to add to the toxicity of DTC. However I still really want that vanilla Brawl speed FCAS.Here's an idea, what if you can add light armour in Lucario's DTC? It certainly helps approaches and you won't get knocked out by weak moves and still get interrupted by smashes etc etc