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Hot Furry Footage: Lucario Video Thread

Fortress

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I feel like I approach more on the ground than I do in the air >_>, I just approach in the air sometimes from reads or other things. I think approaching from the ground in general is better.

I'm accurate with his recovery because I try to never wall-cling unless I absolutely have to. Since I have so much practice aiming for the edge it comes easier. Just takes practice really.
I'm probably just not watching as closely as I need to then, because a ground approach is the way I prefer to play Lucario as well. And how in the world do you even do the wall cling with him? I accidentally do it a lot, and end up killing myself because I didn't realize what I'd done.
 

Hylian

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You just hold towards the wall near the end of your up-b.
 

CORY

wut
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You just hold towards the wall near the end of your up-b.
and then you hope that lucario decides that he wants to wall cling this time, or else you just fall off anyway. as opposed to when aim for the ledge and he decides THAT is a good time to wall cling and you fall off without realizing what happened. or you get hit because you're sticking to the ledge like a doofus.
 

CORY

wut
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hrmmm... i wanna say less spirit bomb, more ex-forcepalm.

unless they drastically altered it in 2.6b, it's a really quiet solid kill move, and as it mostly kills off the top, it gives you good opportunity to spam some utaunts and get some meter back : p
 

Vanguard

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http://www.youtube.com/watch?v=zPamkppdn3k
1-2 Vs Mango. Took the first game, but lost the remainder.
I have so much johns though; for this tournament in general.
Below personal average performance, suicides, sick/tired, controller issues, nervousness, screen glare (which Mango would have had too, so that's fair), and PMBR dev build playtesting (Not having much time to play 2.6 bcuz of my developer/playtester duties). To Mango's credit, I think he's had almost no Lucario experience.

Still johns are johns, so it is what it is. Just makes me more determined for the next event.
 

iLink

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One thing I kind of notice is you sort of autopilot your cancels without thinking ahead. A lot of the time you landed a dash attack and then immediately canceled into dsmash and repeatedly whiffed it. You could have just done dash attack > aurasphere cancel > follow up instead.

Kind of like this: http://www.youtube.com/watch?v=mOaoPCEmd7o&t=1m36s
and this: http://www.youtube.com/watch?v=GZESst14b1k&t=1m25s

I also kind of feel like you cancel into downb unnecessarily too often when you can just use an aurasphere cancel to re-position.

I would also recommend you get into the habit of canceling fair with aurasphere cancels more often. Puts you into neutral a lot faster than just waiting for the animation to finish so it lets you combo off fair more easily.

Example here:http://www.youtube.com/watch?v=1-VFQPZuAcw&t=1m54s
and here: http://www.youtube.com/watch?v=mOaoPCEmd7o&t=3m38s
 

CORY

wut
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so, first video: you use spirit bomb too much in neutral. use it to set up nasty edgeguards by totally blocking a lane or out of comboes or strong reads, but you shouldn't really use it in neutral much at all, imo.

you were also getting predictable with your dash attacks (though you seemed to fix this by the end of the 3rd match). vista was baiting you into it by standing a set distance away and just preemptively stomping as you ran up. like i said, you fixed it near the end, but it was a harrowing watch until then ;x
 

Darkgun

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Across both matches, I'd suggest being a bit more sparing with dash attack. That is to say, mix more into your approach than just DD>DA. For the most part (with some noteworthy exceptions), it seemed to work fine for you in these matches, but a bit of variety will go a long way (SHFFfair, for example, against most 0% characters, leads into a decent combo/stagger via either FP or DT, dependent upon opponent's DI, fallspeed, and size. Additionally, it can be performed retreating.).

Aura Bomb. It doesn't do a lick of good from full stage in neutral. While it can be used to control space, using it at full stage let's your opponent easily camp out you and the projectile, or in some circumstances (like all of my playin' buddies can do seemingly on command) reflect it. You'll get more use out of it if you use it in neutral at short hop or platform height from much closer, thus forcing opponent's to either burn full/double jump, or go for a shield/reflect. Additionally, to improve pressure with it, SH>slidingAB allows you to move pretty far with a huge hitbox (though oddly, I still find this rather situational, despite it's awesomeness).


Fun fast faller trivia: usmash>RAB is a combo. The timing is pretty sharp though.

As a whole, more FP! aFP is a great way to set up free tech chases, and tricks like SHdair(1st)>aFP on hit or shield are pretty easy (this makes an interesting approach option, as it can be fast fall'd mid-attack, meaning you can force an early L-cancel if you miss or get cold feet.). Also, on a brief note of what I saw several times, when at 0%, you used DA>FP to start off, and then would follow with DA>FP, with the FP failing to command grab. As a suggestion, try DA>FP>SHFFfair>aFP, as this should set up a tech chase if it connects (which I think it is inescapable, but I'll have to double check) and deal... I think about 40% damage (roughly half of which adds to the Aura Meter).

You move fancy-like. That was fun to watch. There are a few tools in Lucario's move set that don't see much love from you. Everything has a use, and the more variety you exhibit, the better off you'll fair. And the less time your opponent will get to spend outside of stagger.
 

Hylian

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Hmmm good stuff.

I will say though, I don't normally use aura bomb much in neutral, the only reason I was using it is because I get meter fast against falcon and often end up never using it because I'll die from a knee and not be able to recover with it, controlling space against falcon is great and I wanted to force him into the air a lot. That being said, I spaced most of my aura bombs pretty bad because I'm not used to playing with them heh.

I've tried lots of fair -> fp stuff and it never seems to work for me :/, I don't have much success approaching with fair in general, it loses to all of falcons aerials and most characters aerials so I like to play more grounded.

Here are some matches of me playing more like I usually do(though these have some dev changes in them) if anyways wants to critique some more, I'm always looking for lucario advice.

Hylian vs Metroid:
http://www.youtube.com/watch?v=mkCJlOBPy2I&t=5m41s
http://www.youtube.com/watch?v=mkCJlOBPy2I&t=21m56s
http://www.youtube.com/watch?v=mkCJlOBPy2I&t=1h26m17s
http://www.youtube.com/watch?v=mkCJlOBPy2I&t=1h42m9s
http://www.youtube.com/watch?v=mkCJlOBPy2I&t=2h15m7s
http://www.youtube.com/watch?v=mkCJlOBPy2I&t=2h38m46s

vs Various people:
http://www.youtube.com/watch?v=mkCJlOBPy2I&t=56m46s - Pit
http://www.youtube.com/watch?v=mkCJlOBPy2I&t=1h22m47s - Sonic
http://www.youtube.com/watch?v=mkCJlOBPy2I&t=1h38m54s - Falcon
http://www.youtube.com/watch?v=mkCJlOBPy2I&t=2h34m42s - Falco

You don't have to watch them all(unless you really want to lol) just pick and choose a few maybe if you want(this goes for anyone).
 

iLink

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Spiffykins

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Fair > Force Palm doesn't work because of the slow startup on FP. The only way you will land it is if the opponent is DI'ing right into you, which won't ever really happen in that manner.

As for everything else, I'm basically going to suggest everything I told Vanguard earlier in this post: http://smashboards.com/threads/hot-furry-footage-lucario-video-thread.331818/page-2#post-16006672

Only difference is you try for the dash attack > FP way too much instead of DA > Dsmash.
Fair > side b is pretty reliable at lower percents with good spacing. Also, if you're stringing multiple fairs you can read your opponent's DI since it likely isn't going to change that much between two fairs and position the fair & side b accordingly. It's better than you're giving it credit for. It's not free, but it's also not completely useless.
 

iLink

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Fair > side b is pretty reliable at lower percents with good spacing. Also, if you're stringing multiple fairs you can read your opponent's DI since it likely isn't going to change that much between two fairs and position the fair & side b accordingly. It's better than you're giving it credit for. It's not free, but it's also not completely useless.

At low percents, fair won't even do enough stun and set them into position to properly force palm unless the opponent just DI's poorly and doesn't retaliate. It's not better than I'm giving it credit before because I've honestly put a lot of "attack" > force palm stuff to the test.
 

ViewtifulHoe242

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http://www.youtube.com/watch?v=iasE0GsYBTk

So, I've been playing Lucario for a while. I know I need to ASC more and I'm still figuring out how to use the new down-B, but how does my neutral game look? And what do you guys think of the Sonic MU?
stop wasting charges on spirit bombs trying to edgeguard. throw it low and then cover the high ground. or throw it off and hit people into it if you can. matter of fact go to the lucaryu thread and read the last couple messages. the user Browny pretty much wrote the bible on using the spirit bomb to edgeguard
http://www.youtube.com/watch?v=AbL4zgwm_FU second match
http://www.youtube.com/watch?v=oxy7kVzJbAA&list=PL46Xs_GAh_b6--TNB3wwdzn-XzzR0eBgj&index=19 this is edgeguarding
remember predictable recoveries will be the death of you moving linear cost you a stock, so mix up your up b because you can angle it, lucarios roll is booty butt cheeks, so dont over use it.
 

~Frozen~

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TimpZ

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Frozen, I really like your gameplay. Your follow ups are really good with creative combos and high execution. However you seem to suffer the same things I do, approach and edgeguarding. Not saying I could do better, I don't know what to do either, but you seem to either use the dash attack, down B (leaving you vulnerable) or shorthop sideB most the time. Especially against Zelda you went crazy with the side B's :p.

I certainly like to use dash attacks as well but the amount of side B's you do leave me puzzled. I find it harder to combo after compared to a normal grab, it's slower, it has a weird hitbox and you can't aim it. I think it's more of an opportunistic move, especially useful at higher percentages near the edges, but if you have a motivation why it isn't I'd love to hear it.

Also against Zelda you also seem to focus more on the balls she puts out rather than going for the kill. They're gone in a few seconds anyway, time better spent punishing her for putting them there :p.
 

AkashSky

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How do you cancel downb into smashes? I can only cancel into aerials
 

DKMikey

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I only saw the last game, but I literally saw you use aura bomb the moment you get one aura charge. It felt like the situation didn't even matter. Stahp it.

Edit:
After watching the other games, I am so jealous. Your basics are very, very solid. Some things to keep in mind:

* Learn to jump after upsmash consistently (you do it on hit, you can also do it on shield if you didn't know) so you don't get punished
* You still do the aura bomb at the weirdest opportunities. You either get punished for it, completely miss, or the opponent does something under pressure and you get your kill. Most of the time, it's the former two.
* Against Link, you can downB and completely avoid his projectiles. Just make sure you can either cancel the downB with aura or that you won't be right in front of him once the move finishes.
 
Last edited:

Smash G 0 D

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I only saw the last game, but I literally saw you use aura bomb the moment you get one aura charge. It felt like the situation didn't even matter. Stahp it.

Edit:
After watching the other games, I am so jealous. Your basics are very, very solid. Some things to keep in mind:

* Learn to jump after upsmash consistently (you do it on hit, you can also do it on shield if you didn't know) so you don't get punished
* You still do the aura bomb at the weirdest opportunities. You either get punished for it, completely miss, or the opponent does something under pressure and you get your kill. Most of the time, it's the former two.
* Against Link, you can downB and completely avoid his projectiles. Just make sure you can either cancel the downB with aura or that you won't be right in front of him once the move finishes.
DownB is not an effective way to get around projectiles. You can cancel it with the aura once, but that's a sad use of the aura. When you have a bomb and a boomerang thrown at you (which is the typical combo of projectiles Link will choose), DownB isn't enough. The best thing to do is to just not be where the projectile hits altogether. The boomerang has a surprising amount of hitstun, and it's enough for Link to always get a follow-up. Link v Lucario is pretty bad for Lucario (which is why I switched to a Melee character for the one time that tournament).
 

Darkgun

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http://www.youtube.com/watch?v=q0U7TsHsdKU

Justa small friendly at a local tourney. Any input would be chill.

Inb4 tech moar.
Your most prominent issue I noticed, and one that you were punished quite a bit for, was your movement and spacing (attacks, specifically) in neutral. To my knowledge, I saw next to no dash dancing for example, and that is a super important part to Lucario's neutral. To help with this, dash dance, moonwalk, and wavedash (and in general just be more mobile) a bit more frequently, and if possible, use the stage elements a bit more while doing so.

The other issue I saw was that you didn't seem to know or abuse the Spacie matchup's tech chase options, and that was one of the better stages for it due to platform position. One thing that might improve this is the use of ASC, particularly after tech chase starting actions, aerials, and smashes, as this gives you quicker access to more options.
 

DKMikey

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DownB is not an effective way to get around projectiles. You can cancel it with the aura once, but that's a sad use of the aura. When you have a bomb and a boomerang thrown at you (which is the typical combo of projectiles Link will choose), DownB isn't enough. The best thing to do is to just not be where the projectile hits altogether. The boomerang has a surprising amount of hitstun, and it's enough for Link to always get a follow-up. Link v Lucario is pretty bad for Lucario (which is why I switched to a Melee character for the one time that tournament).
Although DownB is not the best option in every instance, it's still very solid, especially if you have aura. For example, against E2XD, at 2:24 you could have downB cancelled into downsmash for the kill.

Also, I feel you about the Link vs. Lucario thing. In my opinion, Lucario has trouble against any projectile-spamming character.
 

KhanYe

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Personally, I find it pretty easy to approach Link. DT is a great way to bypass projectiles that Link throws out, they're not fast enough like Falco's lasers to render DT useless. You don't have to aura cancel DT either, just use it to get to a space where throwing projectiles would be disadvantageous for Link. I play a lot against a Link player (Apollo Ali) and I usually don't have trouble against the boomerangs/bombs so long as I mix in DTs and full hops. Plus, Link is the perfect weight for 0-70% combos so long as you read their movement correctly. Also, while fair->afp won't work on most members of the cast, at around 50%, regardless of DI, you can aura cancel aerial force palm Links right off the stage.

Also, power shielding can be really important in neutral against characters who can bait you out with projectiles. You can effectively reduce the threat of some projectiles by just making them respect your power shield game. Otherwise, just DT a lot, trust.
 

bec

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if you have good reactions you can duck under projectiles too, a pretty good link player told me that they faced a lucario who would just duck under their projectiles and he was like "welp i'm in trouble" but their combo game was meh so not a lot came of it
 

AkashSky

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I guess double team is a good option to mario's fire balls as well??
 

Hylian

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Had a long smashfest, played a lot of lucario. You'll have to skim through the matches if you want to find the lucario ones, but they are all high level matches against amazing players so they are pretty fun :p:

http://www.twitch.tv/hylian88/b/513365366
 

Risky

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Had a long smashfest, played a lot of lucario. You'll have to skim through the matches if you want to find the lucario ones, but they are all high level matches against amazing players so they are pretty fun :p:

http://www.twitch.tv/hylian88/b/513365366
Nice matches. I love watching other Lucarios. They're always so different. Try FP combos over Usmash on big characters like Zard/DDD. Lots of dash attacks, careful of that habit. Also you should always waveland out of whiffed Usmash.
 

Hylian

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Nice matches. I love watching other Lucarios. They're always so different. Try FP combos over Usmash on big characters like Zard/DDD. Lots of dash attacks, careful of that habit. Also you should always waveland out of whiffed Usmash.
I use FP a lot, I like upsmash more on shield as it's safer because you can cancel instantly into dair and they can't roll out like they can against FP. You also get a lot more off an Upsmash than you do off a FP. I intentionally dash attack a lot it's not a habit, I do it a lot to try and improve my movement through experience to find openings in opponents with DA, which leads to more than anything else from neutral save jab(and hitting someone with jab in neutral either requires meter or crazyness). I agree about the waveland out of whiffed usmash though :p.
 

ZaloMonkada

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Yeah dash attack is pretty key in the approach, fair doesn't really give you anything at low percentages so not many other choices.
Fair -> Force palm is sick at low percentages. A great combo starter. You can't afford to dash attack too often against "good" players as its pretty easy to dodge reactively and has crazy end lag when it doesn't hit. Not to mention that lucario is combo fodder so you should be trying to play keep away as often as possible
 
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