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"Hi, Im a Fairly Princess Frog, Do you need anything?" A Lucas Mini Guide

Would you Like to see One of my Combo Videos?

  • Yes

    Votes: 10 90.9%
  • No

    Votes: 1 9.1%

  • Total voters
    11

PK_Lunar_π_03

Smash Cadet
Joined
Aug 12, 2015
Messages
58
Hello I'm Lunar, or Connor, Ima going to show you all Lucas Creative combos, Frame Data, Moves Usefulness,Techs, and Misc.

Lets get Started with Combos, Lucas is a Floaty Character but is very Combo heavy, Lets start off with the most simple combos. (NOTE: Most of these Down Throw Combos can be DI Out of, After the Combo Section is done ill show you the best Punish for opponents DI)


(DT = Down Throw, SwFair = Sweet Fair, SoFair = SourFair, SpiBair = Spike Hitbox Bair, SoBair = SourBair, SoDashAtck = Sour Dash Attack, SwDashAtck = Sweet Dash Attack)

DT > Nair. 14% (Usefulness 5/5, Very Good Combo Potential)

DT > Uair. 19% (Usefulness 4/5, Ok Combo Potential)

DT > Dair. 22% (Usefulness 3/5, No Combo Potential)

DT > SwFair. 18% (Usefulness 3/5, No Combo Potential)
SoFair - 15% (Usefulness, 3/5 Ok Combo Potential)
DT > SpiBair. 18% (Usefulness 2/5, No Combo Potential)
SoBair - 15% (Usefulness, 5/5 Good Combo Potential)
DT > UTilt. 14% (Usefulness, 3/5 Ok Combo Potential)

SoDashAtck > UTilt. 17% (Usefulness, 4/5 Ok Combo Potential)

SoDashAtck > Nair. 17% (Usefulness 5/5 Very Good Combo Potential)

SoDashAtck > Uair. 22% (Usefulness 3/5 Ok Combo Potential)

DTilt > DTilt > Jab. 14% (Usefulness 4/5 No Combo Potential)

DTilt > Grab. 3% (Usefulness 5/5 Very Good Combo Potential)

DTilt > FSmash. 17% (Usefulness 4/5 No Combo Potential)

DTilt > SoFTilt. 10% (Usefulness 2/5 No Combo Potential)

DTilt > UTilt. 12% (Usefulness 3/5 Ok Combo Potential)

Zair > Grab. 4% (Usefulness 3/5 Very Good Combo Potential)

Zair > Jab. 12% (Usefulness 4/5 No Combo Potential)

Zair > DTilt. 7% (Usefulness 4/5 Good Combo Potential)

Zair > SoFTilt. 11% (Usefulness 2/5 No Combo Potential)

Zair > SwFTilt. 15% (Usefulness 3/5 No Combo Potential)

Zair > UpTilt. 13% (Usefulness 3/5 Ok Combo Potential)

Zair > Tip F Smash. 19% (Usefulness 4/5 No Combo Potential)

Zair > F Smash. 18% (Usefulness 3.5/5 No Combo Potential)

Zair > SoDashAtck. 13% (Usefulness 4/5 Ok Combo Potential)

Nair > UTilt. 16% (Usefulness 3/5 Ok Combo Potential)

Nair > Nair. 16% (Usefulness 4/5 Very Good Combo Potential)

Nair > Nair > SwFair. 27% (Usefulness 4/5 Ok Combo Potential)

More Advanced Combos
-----------------------------------------

DT < Nair < Nair < UAir. 35% (Usefulness 5/5 Good Combo Potential)

DT < Nair < Nair < Nair. 30% (Usefulness 3/5 Good Combo Potential)

DT < Nair < Nair < SwFair. 34% (Usefulness 4/5 No Combo Potential)

DT < SoBair < Uair < UTilt. 36% (Usefulness 4/5 Ok Combo Potential)

DT < SoBair < SoFair. 24% (Usefulness 2/5 Ok Combo Potential)

DT < SoBair < SpiBair. 27% or Kill (Usefulness 4/5 No Combo Potential)


Jablocks
-------------------

The Moves that can Jablock are

Sour Bair Can Jablock till 16%

Sour Fair Can Jablock till 32%

Sour FTilt Can Jablock till 64%

Tip/Late/TipOfPSI of Bair can Jablock till 94%

Last Hit of Dair can Jablock till 87%

Tip of DTilt can Jablock till 200%+

Setups
------------

SwFair > DTilt Lock > APYW. 20% (Usefulness 5/5 Good Combo Potential)

SwBair > DTilt Lock > APYW. 21% (Usefulness 4/5 Good Combo Potential)

SoBair > DTilt Lock > APYW. 18% (Usefulness 4/5 Good Combo Potential)

SoFair > DTilt Lock > APYW. 18% (Usefulness 5/5 Good Combo Potential)

Zair > DTilt Lock > APYW. 13% (Usefulness 3/5 Good Combo Potential)

DT > Footstool > Dair > FTilt > DTilt > APYW. 22% (Usefulness 5/5 Good Combo Potential)

DT > Nair > Footstool > Dair > FTilt > APYW. 27% (Usefulness 4/5 Good Combo Potential)

DT > Footstool > (Turn Around) PSI Magnet > SoFair > SoFTilt > APYW. 23% (Usefulness 4/5 Good Combo Potential)

DT > SoBair > Footstool > Magnet > SoFair > APYW. 29% (Usefulness 3/5 Good Combo Potential)

Platform Jablocks
-----------------------------

(If there on a platform)

SoBair > FTilt > DTilt > DTilt > APYW. 22% (Usefulness 3/5 Good Combo Potential)

SoFair > FTilt > DTilt > DTilt > APYW. 22% (Usefulness 3.5/5 Good Combo Potential)

(Your With them a Platform)

SoFTilt > SoBair > APYW. 16% (Usefulness 2/5 Good Combo Potential)

(Off of Down Throw)

DT > SoFair > SoFTilt > DTilt > DTilt > APYW. 29% (Usefulness 3/5 Good Combo Potential)



Ok The Combos/Jablocks Section is over. Like i promisId the best punishes if they DI out of your DT.

If they DI Right Bair, Nair, UTilt, and Uair

If They Dont DI SoFair, SwFair, Dair, Nair, UTilt, and UAir

If They DI Left SwFair, Nair, and Uair.





Lucas Techs
---------------------
Wavebouncing -
Lucas has the Best Wavebounce with his PK Fire, It good for recovering back on stage and recovering if you have a second jump, Its good for Mixups, to make it easier is to set your c stick to specials, and all you got to do to wavebouce pk fire is to press a direction on your joystick and push the opposite direction on your C Stick. (EX. Joystick - Right. C-Stick - Left)

PSI Magnet Cancel -
Lucas's Magnet cancel has alot of lag when absorb something and can be easy punished. To Magnet cancel is to when you absorb something press the back to back, press down to spot dodge, and press jump to jump, these will all cancel the PSI Magnet Lag when absorbing something while still healing from it.

Rope Snake Cancel -
If You want Cancel your Tether all you have to do is when your rope snake clings on to the stage press down to cancel it, i like to be safe and make sure i have a second jump or do psi magnet after the tether cancel so i dont fast fall down and put myself in a bad spot. I think the best options out of a Tether Cancel is Double Jump Dair on Stage, Double Jump Uair, PSI Magnet to another Tether, PSI Magnet to a PK Thunder.

Air Dodge Cancel -
Ok there are 2 versions of Air Dodge cancel with Lucas, First one is in the air, and the second is while landing, lets start with the air version. To Cancel your air dodge in the air just press Tether to cancel it, this is good after a Tether cancel because if you choice to do Tether Cancel > PSI Magnet > Tether Again, you will air dodge after the PSI Magnet so you can just press Tether twice to cling onto the stage again. Now for the Landing Air Dodge cancel, So you do a short hop Air Dodge and right before you land input a bair and if do it right you should cancel the Air Dodge Lag and can do anything out of it. (EX. Sheild, F Smash, UTilt, FTilt, Grab, ect)

Ok Thats most of the useful Lucas techs.


Frame Data
---------------------

Jab 1 = 2-4
Jab 2 = 3-5
Jab 3 = 6-8
Dash Attack = 15-16
FTilt (All Angles) = 7-8
UTilt = 4-14
DTilt = 3-4
FSmash = 14-15
USmash = 28-52
DSmash = 20-40
Standing Grab = 12-19
Dash Grab = 14-21
Pivot Grab = 12-19
SpotDodge = 3-19
Foward Roll = 4-19
Back Roll = 4-19
AirDodge = 3-28
Nair = 7-26
Fair = 9-12
Bair = 15-20
Uair = 7-9
Dair = 10-40
Zair = 9-19
PK Freeze = 40
PK Fire = 21-35
PK Thunder = 20-137
PK Thunder 2 = 2-31
PK Magnet = 17


Ok here are some of my Videos on some custom combos


 
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