There are a couple things I've been wanting to ask this thread about lately:
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Since the first month of this game I've been sort of vaguely convinced that Lucas is the worst character in the game or bottom ten at best. Lucas is one of the characters I've played against the most frequently in tournament, and I can't really put my finger on it, but this character feels really, really bad. I'm wondering if anyone here has some insights into the character one way or another.
-Anyone have thoughts on characters or players that do well in disadvantage state? Characteristics of a good disadvantage state? A couple rough thoughts I have: 1) The ability to reliably bypass ledgetraps (e.g. gnw up b) is probably more important than having a barely edgeguardable recovery ((e.g.... gnw up b)) 2) 'Combo-breaking' f3-5 aerials are kinda overrated...ish? 3) Directional air dodges outside of recovery situations and niche platform movement are pretty terrible
I've been trying to make Lucas work since day 1 and I don't have a high opinion of him at all.
His biggest strength is PK Fire being really good in this engine for a lot of the same reasons most projectiles are good, plus that it beats mashing and covers the horizontal zone everybody plays in with good speed, range and power.
My main problem with Ultimate Lucas is he's this weird character who forces aggression but can't punish it, and also struggles to disengage to the range he wants to play at. It leaves him with a very jarring way of playing the game.
I largely put this down to him having a
bad out of shield game: this took a big nerf from Smash 4, mainly (though not solely) due to engine changes.
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Shield drop is now 11 frames, which means that a jab OoS (probably his best option, and good with spotdodge) takes 13 frames as opposed to 9. This is compounded by the greater shieldstun/pushback and lower landing lag across the board: those 4 frames mean a lot more in this game than they would have done in Smash 4. It is unfortunate because he still has decent traction to make this, in theory, something you could actually go for, but alas.
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Aerials OoS are less effective. Neutral air is his quickest but suffers from the same pushback etc as jab (you also can't neutral air and drift with maximum efficiency, because you will get a different aerial - see below), and forward air and down air are too slow to hit much (f12 and 13 respectively) and are not very safe (covered in subsequent points): a lot of characters, especially relevant ones, can work around them easily.
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Constantly fighting Ultimate's janky controls: not a Lucas-specific thing but the hold buffer leaves you constantly getting zair out of shield (which is really not good), and forward air
should be safe but often isn't because of the weird momentum lock of the SH aerial macro. (You're also generally trying to fade back with it, which often gives you an unintentional back air because left stick directional input is often used instead of the c-stick directional input - so even if you manage to avoid getting a zair, you're probably going to get either a back air or an unsafe forward air! Very frustrating.)
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Nerfed grab - 12f base startup with these shield and lag changes - coupled with the 4-frame grab penalty OoS - makes it pretty poor to go for, and the lack of dthrow combos means from a risk-reward perspective, it is generally only worth going for if a throw is going to kill. The endlag on his grab isn't even that bad (it's only 30 frames or so, which is good for the range and certainly by this game's standards), but somehow it's still not something to use.
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You don't have the luxuries of other characters - you don't have the roll or air movement to escape like Joker and Greninja, making it very hard to retreat to reset space, and you don't get a good up smash like Wolf, or Screw Attack/Dolphin Slash/Simon Uppercut etc, which immediately limits the options you have to get people off you.
He's also got a lot of dysfunctional moves: jab, neutral air, down air, PKT (1+2) and up smash (lol) often have people fall out of them and need fixing (some of these, like jab or nair, are more egregious than others), and down tilt lost all utility (it is supposed to still combo into jab but is very unreliable; you can also jablock with jab 1 2 now).
I touched on it when I talked about grab, but his punish game leaves a lot to be desired too and he doesn't have much of an advantage state at all. Fixing nair could help a lot in this regard.
There are some glimmers of hope with the character: I've already talked about how good PK Fire is in this engine, the changes to down smash and up air from 4 were welcome, forward air is really good at what it does and he does have some cool setups like zair > tech chase > stock finisher. PK Freeze is alright, bit of a gimmick when recoveries are generally very good, but more usable now than it was before.
Probably the best realistic buff you could reasonably give Lucas - once you've fixed what doesn't work, obviously - would just be to make parries good honestly, by increasing the window, to make dash into jab, down tilt or retreating PK Fire a reasonable option. That wouldn't stop him being a victim of the buffer system/general controls and it wouldn't make him a huge threat, but it would help alleviate the problem he has of not being able to reset the space he wants very well, and improve numerous matchups by preventing them from holding in and mashing on him.
But for now, yeah, he's not good in this game.
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To lightly touch on your disadvantage point, it shouldn't be news to anyone, but landing on stage is a lot safer in this game than in the past: lower landing lag on neutral airdodge and aerials, plus the inability of the attacker to buffer fullhop aerials, makes going high and landing with a fast fall airdodge or large aerial extremely good. This is a quality that
plays to exceptionally well: this quirk is one of the main reasons why ROB's disadvantage is so much better in this game.