PK Starstorm
Smash Journeyman
this is the technique i've been trying to learn. the above vid looks just like this.
http://www.youtube.com/watch?v=Z30b3-6qdG8
http://www.youtube.com/watch?v=Z30b3-6qdG8
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what are you talking about?Some of the times I sheild while tilting the control stick a bit. Then i release R button and press A. But most of the times I sheild then tilt then release R then A. Idk, but i've been forced to work on it cos most of the times I fight my bro who uses Kirby (MCZX)
Who cares, at least we got activity. :embarrasswhy did this get bumped anyway?
i use it onstage more often against chars that can not get across the stage quickly. it also is good for punishing aerial approaches like you mentioned above this. it has little ending lag so it is pretty difficult to punish.One thing about PK Freeze: Do you guys think that you should only use it for edgeguarding or shoud you use it when your opponent is coming down, and has no double jump left, and you can mingame them to airdodge and hit with PK Freeze?
Comment stuffs in Cyan.Well, the Lucas forums doesn't see much action and we need to fix that. So I did this:
1. Spacing
Lucas has a very good defensive game, which can rack up damage and then go in for the kill. For spacing there are two attacks you should prioritize: F-Tilt and Pk Fire. If you approach or go for a combo, such as a Nair approach, it's generally a good idea to finish with F-Tilt. This does damage and has enough knockback to let you retreat back safely. It can also be done out of a shield and to keep opponents away if they try to approach.
Pk fire gives you multiple options. It's best done short hopping. If you short hop you can DI forward while Pk Firing to keep people at a comfortable distance. If they approach, you can wavebounce backwards to make it way harder on your opponent's part. You can wavebounce by B-Sticking, or waveland by jumping backwards and PK Firing forwards (though B sticking is better if you don't mind giving up the option of smashing with the c-stick). PKT and Psi magnet are very situational here, but it's best to be ready for anything.
Mentioning that D-Tilt is a very quick damage racker. Another good defense is N-Airing the instant you get off the ground during the jump. Also, in walled in stages, like Green Greens, Corneria, etc, PK Thunder is an extremely viable defensive projectile.
2. Approaching
Approaching can be a problem, but here Lucas also has many options. You can approach with Fair, but you would have to be very carefull as you can be sheild grabbed or jabbed. If you try a dash attack, most likely you will get punished. And please just forget about dashing and U-Smash. It can be so easily dodged and punished that you would be way better off just standing back (unless you get extremely lucky and they DI into your attack).
Nair approch can be very usefull, as it can lead into multiple combos. Just be carefull not to land right in front of the other person; either DI backwards or forwards after the first hit connects. Fast falled full hopped dair can knock the opponent into the ground and again, you should not land directly in front of them. A PK Fire or a grab approch, mostly the latter, will not work due to their predictability and the grab's lag.
Again try the shorthop N-Air which you kinda mentioned. Shorthop D-Air works as well, and is not as predictable. I also find PSI Magnet to be quite useful in approaching, since it is extremely unpredicable.
3. Recovering
Most people underestimate Lucas' recovery. PK Thunder can be angled in a variety of ways, and is hard to predict. Zap jumping (second jump and PK Fire at the same time) is usefull, and can be used to recover from way off the screen or even from under the stage. Tether recovery can be used to prevent being spiked when you are close to the edge. If you are not close enough to tether, you should air dodge while jumping, which travels the same distance as his second jump but with invincibility frames, which allows you to recover safely.
If you are way off to the sides, you can pull out Psi Magnet to move you towards the stage a bit. Most importantly, be unpredictable.
Keep in mind that PSI Magnet is excellent for controlling horizontal and vertical knockback. Also, I found that N-Airing is good for controlling knockbacks as well. PK Thunder does take a while to master, but when you master it, you will be able to recover at angles 60 degrees to the platform (Like being close to the center of FD).
4. Edge Guarding
Lucas is an awesome edge guarder, and don't let anyone tell you other wise. Pk Thunder can be used to chase opponents offstage. But this can get predictable, so instead aim where they are going to be or circle them. You can thunderslide off the stage by using Pkt while running. This can rack up damage, edgehog, or even KO if you are lucky. Since you have the rope snake, you can slide off and tether to edgehog. You can fight off stage with the odd Fair or U-Air, but it's better to go for the bair spike.
If you get skilled at PK Thunder, you can even use it as a very effective edgeguard by actually jumping off the platform and preforming a PK Thunder edgehog.
5. KOing
Theres not much to say here. Down throw kills at over 150%, and Back throw at around 130-140% near the edge. Fair kills near the edge at very high percentages.
And his smashes: D-smash is more defensive, mostly to stop people who roll alot, but can KO easily at about 120% from anywhere. F-Smash is probably Lucas' best KO move. It's fast, has good range, and kills at about 100%. U-Smash abuse will get you killed instead. It is very situational, since it has a ton of lag. You can pretty much KO with anything, but they are not even worth talking about (for example, PK fire kills at way over 200%).
It is always best to set up your smashes, such as with the dair->dtilt->fsmash combo.
Lucas I do not think is as strong a smasher as he is a disabler. I have rarely killed people with one attack and rather with a series of weak attacks to keep the enemy off the platform. Like jump>F-Air>F-Air>Jump>N-Air>PK Thunder to platform.
So there you are. And here are another 5 things every Lucas should know:
1. Dair spike is extremely weak.
Yes, but it is still functional as a spike.
2. The stick is probably your best KO option.
3. U-Smash abuse will be punished.
4. You really should not play aggressively against MK.
YES!
5. Lucas' jab is on of the fastest attacks in the game, as is comes out on frame 2.
Ike's comes out at frame 3. And trust me, Jab Combo is Ike's bread and butter. You probably shouldn't ask me why I know.
Edit: This is kinda outdated, as I made it before Tyr made his guide
This is still a good guide from the moment.
i tried that just now and it works fine for me thank youI've been a Lucas main, since Brawl came out, but I don't know if most Lucas players know this, but Nair is great for setting up combos. On larger characters such as Bowser, DK, and even ROB, if you land a Nair, you can follow it up by almost any of Lucas' smash moves (most of the time, it works well with F-smash) it also catches most Falco player off guard.
Nair -> Upsmash is a falco killer :D
Spacing on Lucas really doesn't have as much effect as it does on Marth or Ike, where their actual damage is purely affected by spacing. Mindgames would be Lucas' main tactic; a good mindgame would enable Lucas to not be punished for certain attacks and would easily lead to win. But yes, spacing is important to an extent.Can you put "Spacing" in huge bold letters? It's really what makes or breaks Lucas IMO.
That is not true. spacing is really what makes or break him. most of his moves have sourspots and sweetspots, so that negates your damage based argument. Now, if you were to nair into an other move you would want to end up behind him, which is where spacing comes into play. another example is when you FH dair somebody. when you FH dair you hope to combo into another move, but the next move as to be spaced well. pk fire is purely for spacing. ftilt has to be spaced well or, it can be shieldgrabbed. seriously, spacing is what makes a lucas player successful. mindga,es do not make him less punishable because his moves alreadty have little lag. good spacing would make him less punishable than mindgames would.Spacing on Lucas really doesn't have as much effect as it does on Marth or Ike, where their actual damage is purely affected by spacing. Mindgames would be Lucas' main tactic; a good mindgame would enable Lucas to not be punished for certain attacks and would easily lead to win. But yes, spacing is important to an extent.
Oh yeah, no problem. Anything to try and help any Lucas player out therei tried that just now and it works fine for me thank you
I completely agree with you!That is not true. spacing is really what makes or break him. most of his moves have sourspots and sweetspots, so that negates your damage based argument. Now, if you were to nair into an other move you would want to end up behind him, which is where spacing comes into play. another example is when you FH dair somebody. when you FH dair you hope to combo into another move, but the next move as to be spaced well. pk fire is purely for spacing. ftilt has to be spaced well or, it can be shieldgrabbed. seriously, spacing is what makes a lucas player successful. mindga,es do not make him less punishable because his moves alreadty have little lag. good spacing would make him less punishable than mindgames would.