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How to use f-smash and side-b

LePombaer

Smash Rookie
Joined
Apr 16, 2013
Messages
8
I just began playing Lucario and love his moveset.

But I cant see how to use f-smash or side-b, they just seem to slow and too weak.
Any tips? Any good videos?

Plz answer in a way, that a casual like me understand :p
 

Kally Wally

Smash Ace
Joined
Mar 16, 2013
Messages
597
Location
Florida
A close-range side-b is a command grab, perfect for getting around those pesky shields. If you haven't already done so, try landing the grab in the air offstage for a fun time.

I'll let someone more experienced in the way of Lucario share some wisdom on F-smash, 'cause I don't really know.
 

LePombaer

Smash Rookie
Joined
Apr 16, 2013
Messages
8
Hm sounds funny, grabbing in the air :D but on the ground, when or why should i prefer side-b over normal grab?
 

CORY

wut
BRoomer
Joined
Dec 2, 2001
Messages
15,730
Location
dallas area
you can cancel normals into it, so if your opponents decide to just keep shielding, you get to tell them no.

fsmash is a really good tool for spacing and catching people who don't sweetspot their recoveries.
 

iLink

Smash Champion
Joined
Oct 17, 2007
Messages
2,075
Location
NorCal
Hm sounds funny, grabbing in the air :D but on the ground, when or why should i prefer side-b over normal grab?

Doing an attack chain and canceling into sideb is quicker than canceling into aurasphere > grab. It also has the benefit of the aura hitbox catching people spotdodging to avoid the grab itself. Sideb also sends at an angle that can be followed up with something like a dash attack at lower percents.

Fsmash and Dsmash can sort of be used interchangeably depending on the opponent's character and percent. Dsmash is significantly faster but much shorter range, where as Fsmash is slower but has a lot more range, not to mention that the hitboxes are active for longer which makes it good for punishing spotdodges/airdodges.
 

Daftatt

"float like a puffball, sting like a knee"
Joined
Mar 16, 2013
Messages
1,219
Location
Olympia, WA
NNID
Daftatt
fsmash can be comboed into really quick with ftilt, ftilt to any smash is extremely low lag as long as you get the timing right. If you can grab someone with side-b in the air, you throw them down, good for edge guarding.
 

SpiderMad

Smash Master
Joined
May 6, 2012
Messages
4,968
Make a tutorial video of how to play this character already you people
 

drsusredfish

Smash Ace
Joined
Mar 11, 2008
Messages
859
Location
North Carolina
How valid are the 2.5 frame advantage charts now? fsmash still comes out in 19 frames so what ever frame advantage lets you get away with that should be used.

Lucario 2.5 frame advantage charts
Hit When hitboxes begin
Damage Damage of the hitboxes
Stun Frames of block stun for the victim
Hitlag Frame advantage on block gained/lost due to differences in hitlag for Lucario/victim
OHC-Advantage Stun + Hitlag + 1. Overall advantage on block for Lucario. When you OHC during hitlag frame 1 plays during it then continues to frame 2 when it ends, essentially reducing startup of the move by 1

> Indicates a change in hitbox properties over time (early -> late hit)
/ Multiple types of hitboxes at the same time (sweetspot/flub)
, New hit begins on a multihitting attack

*A*
Move Hit Damage Stun Hitlag OHC-Advantage
---------------------------------------------------------------------
Jab 1 6 3 3 0 +4
Jab 2 8(+3) 2 2 +1 +4
Jab 3 8(+3) 5 4 +2 +7
DashAtk 6>7 10>7 6>5 -1>-1 +6>+5

-Jab 1/2 -> Jab 2/3 is not an OHC. The (+3) on Jab 2/3 is the added time between when the previous jab hits and when it can first transition into the current jab
-Subtract 1 from OHC-Advantage to get jab sequence advantage (you don't gain a frame from hitlag action change like OHC)

*B*
Move Hit Damage Stun Hitlag OHC-Advantage
---------------------------------------------------------------------
F-Tilt 10 10 6 +2 +9
U-Tilt 5(10) 7 5 +1 +7
D-Tilt 5 6/8 4/5 0/-2 +5/+4

-U-Tilt hits in front around 10
-Outermost D-Tilt hitbox does 8 vs Ground

*C*
Move Hit Damage Stun Hitlag OHC-Advantage
---------------------------------------------------------------------
F-Smash 19 14/16 8/9 +1/+1 +10/+11
U-Smash 10,12,14,16,22 8,1,1,1,6 5,2,2,2,4 0,0,0,0,0 +6,+3,+3,+3,+5
D-Smash 12 14 8 -1 +8
N-Air 9>16>29 15>12>9 8>7>6 0>0>0 +9>+8>+7
F-Air 4>10 11/12>8 6/7>5 0/0>0 +7/+8>+6
B-Air 10 14/15 8/8 0/0 +9/+9
U-Air 7 11/12 6/7 0/0 +7/+8
D-Air 4,11 8,8 5,5 0,0 +6,+6

-Outermost F-Smash hitbox does 16
-U-Smash JC window begins after 2nd 1 damage hit and ends after final 6 damage hit
-Outermost F-Air hitbox does 12 on initial hit
-Outermost B-Air hitbox does 15
-Outermost U-Air hitbox does 12

*D*
Move Hit Damage Stun Hitlag
---------------------------------------------------------
Neutral-B 1(13) 1 2 +2
Side-B 12,27 --,10/8/6 --,6/5/4 --,+5/+5/+4
Up-B 25,27,... 43 1,1,... 5 2,2,... 4 +1,+1,... 0
Up-B(S) 1 2 2 0

-Neutral-B hits in back around 13. Range depends on the size of the aura sphere. Is an article so Lucario has no hitlag
-Aura sphere startup into immediate cancel takes 16 frames total (13 + 3)
-Side-B attack is an article so Lucario himself has no hitlag
-Up-B (Super) is interruptible on frame 9
-Down-B is intangible starting on frame 16
Original post for this data
http://smashboards.com/threads/2-5-frame-data.332415/
 

Giygacoal

Smash Lord
Joined
Apr 30, 2011
Messages
1,651
Remember, it's also a somewhat long-ranged attack (by Lucario standards, anyway). You can hit opponents with it quite well.
 
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