iRJi
Smash Champion
- Joined
- Sep 9, 2008
- Messages
- 2,423
Marth
AS usage: Low
Type of play style: Passive. A lot of baiting.
Character Analysis:
Marth is one tough character for Lucario to fight. This can easily go into one of Lucarios top 5 hardest MUs to deal with. His superior range and speed makes it hard to keep up, and not to mention while we are off stage he is even more threatening. While this is difficult, this MU is completely doable.
The first thing to state is that after recent testing, it is incredibly hard to actually get past fair walls while they are on the retreat and zone. AS gets cut until a very late percent from fairs, and because of his high air mobility you can’t do a roll in after a jumping fair to punish, unless he decides to move forward with the attack. Attacking him head on is mainly suicide, and you need to learn how to weave between his attacks in order to properly deal damage to him.
How to win:
Your strategy against Marth is to Zone. Dodging and shielding too much with hurt you more than help you, and you want to be able to move around while still having all your options available. Avoid dodging unnecessarily and stay outside of his range until he swings. When he swings, you must move quickly to punish, or risk getting hit. Avoid trying to punish a falling Fair, as it is really safe against Lucario, and try to get in on a rising fair, since you have a chance to actually get below him to a degree.
Marths weakspot is below him. Staying under this character might be hard, but if you can pull it off it will be very rewarding. Another thing to note is that Marth is a “Hit or Miss” character, meaning that if he misses you he has a decent amount of time to get hit, and since he is a single swing character with no multi hitboxes outside of his Nair, it makes it easier to get in between his moves.
Edge Guarding:
Off stage, Marth is not as scary as it may seem. He is going to try to avoid dodging and hitting you away so he can safely recover. Also keep in mind that if Marth is not close enough to the stage to return without going for the ledge, then it is curial that you edge hog him, since this will lead to him missing the edge and going on the stage with over a lot of landing lag. If Marth happens to reach the ledge, do not panic. His ledge options are actually not that strong. Marth players will 80% of the time not ledge attack, since it is a horrid option. His safest option is first to stand, and next to ledge jump. These are the options you want to cover most.
If you are the one returning to the stage, your best bet is to first dodge if he actually tries to attack you, and throw in mix-ups so he does not start to bair you into actually dodging all the time. You don’t want to pressure Marth to moving closer to you, since if he hits you further off he will gain a lot of potential to do massive damage to you. If you can recover without going to the ledge, do so. However, heading for the ledge is also a great option.
How to DI and SDI:
In order to maximize your life as lucario, you must understand how to properly DI and SDI out of moves.
Fair:
Low percent: Up and away
High Percent: Di to corner of screen
Nair:
Low Percent: Up and Away
High Percent: DI to corner of screen
Bair:
Low percent: Up and away
High Percent: Di to corner of screen
Dancing Blade:
SDI: Up and out (You can punish with Ftilt if you get out)
Down Smash: Top Corner of Screen
Usmash: Top Corner of Screen
Shield breaker: Top Corner of Screen
________________________________________________________________________
Toon Link
AS usage: Average
Type of play style: Aggressive
Character Analysis:
Toon link is one hell of an annoying character. He has above average aerial mobility, with projectiles that can cast the US military in peril. I don’t even understand how he keeps everything on him @_@. However, despite that, he is annoying to beat. I would like to start with the basics of this character, and break him down from there.
Toon link is what we call a linear character. Before we go on, I need to describe what Linear characters are.
A linear character is a character that for majority of his moveset only hits on a vertical and horizontal axis. Characters that are linear tend to have a weakspot that are diagonal of the character. Examples of linear characters, but are not limited to are: Olimar, Lucario, Toonlink, etc.
This applies to Toon link. Just to inform everyone here, outside of his boomerang, Toon link has a hard time guarding his diagonal regions. Lucario as a character alone has tools to abuse this attribute greatly.
The first step to beating toon link is to learn how to deal with his projectiles, and Zair. First off, learn how to deal with bombs. Shielding bombs are not really the greatest thing to do, since they bounce up and land in front of you. If you can learn how to either just avoid them completely, or grab them while they are being thrown at you. If you learn how to grab them, this will greatly dent toon links game since he relies on bombs to cover space and to set up traps.
Boomerang is an annoying projectile that will come back after thrown, hence why it’s called a boomerang. This normally is not that much of an issue to deal with, unless you are between the boomerang and toon link while it is on the retreat. Boomerang forces shield, which for toon link enables him to continue shield pressure, or links to his horrid tether grab. If you are caught between him and the boomerang, the best bet is to avoid it all together.
Arrows are the least bothersome to deal with, they can be perfect shielded away, and avoided easily. The arrows purpose is just for basic shield pressure, but mainly it is to get characters to jump, which in our case is not a bad thing.
Zair is Toon Links tether in the air. This little attack is so annoying to punish, but it is possible. Normally if you see a toon link Short hop into air dodge, that is a setup for a Zair. The Air dodge part is punishable, and I will let you take how to punish that on your own. Zair is just a tool to keep you at a certain distance.
How to go about winning:
Your main strategy in this MU is to keep really close to toon link. Toon Links inside game is very bad, due to his range and below average ground game. Luckly for us, we have a strong good midrange game and a solid close range game. The objective is to try to keep within his forward diagonal regions as that is where he is the most open. If he is bomb camping, try to catch the bombs instead of avoiding them if possible. Like I said earlier, this dents his game by a lot, and disables him to effectively run away.
For AS usage, It would be more prosperous if you keep a fully charged one instead of using BAS a lot. The reason being is if you get a read on when he is going to shoot an arrow, or when he is going to throw his boomerang, you can use AS to trade with them, thus granting you about a 15% advantage. This read is actually a lot easier to make then what it may appear as, and it is very advantageous for rewards and kills.
Edge Guarding:
Toon link has high mobility, which makes it a lot easier for him to retreat back to the stage when he is tossed off. However, Toon link is very easy to knock back out, and because of this toon link may use more defensive options when retreating. The goal is to be patient while he is retreating, trying to stay out of a zone where he can’t hit you, thus baiting him to use a defensive option. Get him as low as possible without him retreating back to the map. While this is common for standard edge guarding to do, you need to have a good grasp of how to properly do it against toon link or you will have a very hard time keeping him from hovering above the stage tossing items at you.. If you can do this, he will be forced to Up-B back to the stage. This creates a free dair opening or a free AS opening if you decide to edge hog him.
How to DI
In order to maximize your life as lucario, you must understand how to properly DI and SDI out of moves. For Toon link, You have your basics:
Usmash: DI left or right.
Fsmash: This move isn’t that reliable on Lucario.
After the first hit, you can SDI the hitstun toward TL, thus having his 2nd hit miss. Also, If you happen to do this, jump first to be safe so he can’t properly follow up if he decides to stop his Fsmash to use a different move. If you get hit with the full move DI to the corner of the screen that you are being sent to.
Dsmash: If you SDI to the 2nd hit toward Toon link after getting hit by the first one, you can evade the 2nd hit. It takes practice to do however. If you get hit by the full down smash DI to the far side of the screen that the 2nd swing is facing.
Up-B Grounded: SDI to the floor, and hold shield. You also get a free punish off of this.
UAir: DI to the left or right.
Fair/Bair: SDI or DI normally away from toon link to avoid possible additional links. If you are getting hit at a high percent, DI to the corner of the screen that you are being sent to.
More to come/ Addition editing for more information and grammer later.
AS usage: Low
Type of play style: Passive. A lot of baiting.
Character Analysis:
Marth is one tough character for Lucario to fight. This can easily go into one of Lucarios top 5 hardest MUs to deal with. His superior range and speed makes it hard to keep up, and not to mention while we are off stage he is even more threatening. While this is difficult, this MU is completely doable.
The first thing to state is that after recent testing, it is incredibly hard to actually get past fair walls while they are on the retreat and zone. AS gets cut until a very late percent from fairs, and because of his high air mobility you can’t do a roll in after a jumping fair to punish, unless he decides to move forward with the attack. Attacking him head on is mainly suicide, and you need to learn how to weave between his attacks in order to properly deal damage to him.
How to win:
Your strategy against Marth is to Zone. Dodging and shielding too much with hurt you more than help you, and you want to be able to move around while still having all your options available. Avoid dodging unnecessarily and stay outside of his range until he swings. When he swings, you must move quickly to punish, or risk getting hit. Avoid trying to punish a falling Fair, as it is really safe against Lucario, and try to get in on a rising fair, since you have a chance to actually get below him to a degree.
Marths weakspot is below him. Staying under this character might be hard, but if you can pull it off it will be very rewarding. Another thing to note is that Marth is a “Hit or Miss” character, meaning that if he misses you he has a decent amount of time to get hit, and since he is a single swing character with no multi hitboxes outside of his Nair, it makes it easier to get in between his moves.
Edge Guarding:
Off stage, Marth is not as scary as it may seem. He is going to try to avoid dodging and hitting you away so he can safely recover. Also keep in mind that if Marth is not close enough to the stage to return without going for the ledge, then it is curial that you edge hog him, since this will lead to him missing the edge and going on the stage with over a lot of landing lag. If Marth happens to reach the ledge, do not panic. His ledge options are actually not that strong. Marth players will 80% of the time not ledge attack, since it is a horrid option. His safest option is first to stand, and next to ledge jump. These are the options you want to cover most.
If you are the one returning to the stage, your best bet is to first dodge if he actually tries to attack you, and throw in mix-ups so he does not start to bair you into actually dodging all the time. You don’t want to pressure Marth to moving closer to you, since if he hits you further off he will gain a lot of potential to do massive damage to you. If you can recover without going to the ledge, do so. However, heading for the ledge is also a great option.
How to DI and SDI:
In order to maximize your life as lucario, you must understand how to properly DI and SDI out of moves.
Fair:
Low percent: Up and away
High Percent: Di to corner of screen
Nair:
Low Percent: Up and Away
High Percent: DI to corner of screen
Bair:
Low percent: Up and away
High Percent: Di to corner of screen
Dancing Blade:
SDI: Up and out (You can punish with Ftilt if you get out)
Down Smash: Top Corner of Screen
Usmash: Top Corner of Screen
Shield breaker: Top Corner of Screen
________________________________________________________________________
Toon Link
AS usage: Average
Type of play style: Aggressive
Character Analysis:
Toon link is one hell of an annoying character. He has above average aerial mobility, with projectiles that can cast the US military in peril. I don’t even understand how he keeps everything on him @_@. However, despite that, he is annoying to beat. I would like to start with the basics of this character, and break him down from there.
Toon link is what we call a linear character. Before we go on, I need to describe what Linear characters are.
A linear character is a character that for majority of his moveset only hits on a vertical and horizontal axis. Characters that are linear tend to have a weakspot that are diagonal of the character. Examples of linear characters, but are not limited to are: Olimar, Lucario, Toonlink, etc.
This applies to Toon link. Just to inform everyone here, outside of his boomerang, Toon link has a hard time guarding his diagonal regions. Lucario as a character alone has tools to abuse this attribute greatly.
The first step to beating toon link is to learn how to deal with his projectiles, and Zair. First off, learn how to deal with bombs. Shielding bombs are not really the greatest thing to do, since they bounce up and land in front of you. If you can learn how to either just avoid them completely, or grab them while they are being thrown at you. If you learn how to grab them, this will greatly dent toon links game since he relies on bombs to cover space and to set up traps.
Boomerang is an annoying projectile that will come back after thrown, hence why it’s called a boomerang. This normally is not that much of an issue to deal with, unless you are between the boomerang and toon link while it is on the retreat. Boomerang forces shield, which for toon link enables him to continue shield pressure, or links to his horrid tether grab. If you are caught between him and the boomerang, the best bet is to avoid it all together.
Arrows are the least bothersome to deal with, they can be perfect shielded away, and avoided easily. The arrows purpose is just for basic shield pressure, but mainly it is to get characters to jump, which in our case is not a bad thing.
Zair is Toon Links tether in the air. This little attack is so annoying to punish, but it is possible. Normally if you see a toon link Short hop into air dodge, that is a setup for a Zair. The Air dodge part is punishable, and I will let you take how to punish that on your own. Zair is just a tool to keep you at a certain distance.
How to go about winning:
Your main strategy in this MU is to keep really close to toon link. Toon Links inside game is very bad, due to his range and below average ground game. Luckly for us, we have a strong good midrange game and a solid close range game. The objective is to try to keep within his forward diagonal regions as that is where he is the most open. If he is bomb camping, try to catch the bombs instead of avoiding them if possible. Like I said earlier, this dents his game by a lot, and disables him to effectively run away.
For AS usage, It would be more prosperous if you keep a fully charged one instead of using BAS a lot. The reason being is if you get a read on when he is going to shoot an arrow, or when he is going to throw his boomerang, you can use AS to trade with them, thus granting you about a 15% advantage. This read is actually a lot easier to make then what it may appear as, and it is very advantageous for rewards and kills.
Edge Guarding:
Toon link has high mobility, which makes it a lot easier for him to retreat back to the stage when he is tossed off. However, Toon link is very easy to knock back out, and because of this toon link may use more defensive options when retreating. The goal is to be patient while he is retreating, trying to stay out of a zone where he can’t hit you, thus baiting him to use a defensive option. Get him as low as possible without him retreating back to the map. While this is common for standard edge guarding to do, you need to have a good grasp of how to properly do it against toon link or you will have a very hard time keeping him from hovering above the stage tossing items at you.. If you can do this, he will be forced to Up-B back to the stage. This creates a free dair opening or a free AS opening if you decide to edge hog him.
How to DI
In order to maximize your life as lucario, you must understand how to properly DI and SDI out of moves. For Toon link, You have your basics:
Usmash: DI left or right.
Fsmash: This move isn’t that reliable on Lucario.
After the first hit, you can SDI the hitstun toward TL, thus having his 2nd hit miss. Also, If you happen to do this, jump first to be safe so he can’t properly follow up if he decides to stop his Fsmash to use a different move. If you get hit with the full move DI to the corner of the screen that you are being sent to.
Dsmash: If you SDI to the 2nd hit toward Toon link after getting hit by the first one, you can evade the 2nd hit. It takes practice to do however. If you get hit by the full down smash DI to the far side of the screen that the 2nd swing is facing.
Up-B Grounded: SDI to the floor, and hold shield. You also get a free punish off of this.
UAir: DI to the left or right.
Fair/Bair: SDI or DI normally away from toon link to avoid possible additional links. If you are getting hit at a high percent, DI to the corner of the screen that you are being sent to.
More to come/ Addition editing for more information and grammer later.