MythTrainerInfinity
Smash Champion
How do you frametrap your opponents as Lucario?
We know the obvious, lure opponent into jumping into FSmash or landing into Aura Sphere, but that isn't going to always work in high level play.
Talk about Tilts
FTilt is an amazing way to catch an opponent landing when you want to keep FSmash fresh.
Or what about just pushing a shielding opponent off the edge with the first hit of FTilt and forcing them to get hit by the second part?
DTilt I have not done so much practice frametrapping with, but looking at the data it looks like could work. Think of DTilting an opponent going for the ledge, its either they move away from the edge/airdodge or get hit by DTilt. Quite some disadvantageous positions we can put our opponents in at the ledge, no?
UTilt is very tricky, great startup, low damage, and covers a wide arc around you. Spam it and it'll easily be blocked. Great for a quick punisher for rollers and those who roll from the ledge.
Smashes:
FSmash, obviously this is often used to punish those in the air, but are we really pulling all of the mileage we can get out of this? Sttruterstep FSmashes give you a bit of control when aiming for that tipper kill.
DSmash, 17 frames startup really looks like meh, but honestly this really has a nice niche. 17 frames, think about that. What takes longer than 17 frames that someone is locked into doing? Rolls! We have the best rolls in the game, but still that takes 27 frames from start to finish. Think, do we always want to commit ourselves to doing things when we have 10+ frames (unless you are Meta Knight) to land a GTFO/kill move?
USmash is always fun to trap people for landing on platforms or ledge jumping opponents. The initial hitbox even outranges Link's DAir.
Thoughts?
Not the type of trap that you are, FWK, ohohoho!
We know the obvious, lure opponent into jumping into FSmash or landing into Aura Sphere, but that isn't going to always work in high level play.
Talk about Tilts
FTilt is an amazing way to catch an opponent landing when you want to keep FSmash fresh.
Or what about just pushing a shielding opponent off the edge with the first hit of FTilt and forcing them to get hit by the second part?
DTilt I have not done so much practice frametrapping with, but looking at the data it looks like could work. Think of DTilting an opponent going for the ledge, its either they move away from the edge/airdodge or get hit by DTilt. Quite some disadvantageous positions we can put our opponents in at the ledge, no?
UTilt is very tricky, great startup, low damage, and covers a wide arc around you. Spam it and it'll easily be blocked. Great for a quick punisher for rollers and those who roll from the ledge.
Smashes:
FSmash, obviously this is often used to punish those in the air, but are we really pulling all of the mileage we can get out of this? Sttruterstep FSmashes give you a bit of control when aiming for that tipper kill.
DSmash, 17 frames startup really looks like meh, but honestly this really has a nice niche. 17 frames, think about that. What takes longer than 17 frames that someone is locked into doing? Rolls! We have the best rolls in the game, but still that takes 27 frames from start to finish. Think, do we always want to commit ourselves to doing things when we have 10+ frames (unless you are Meta Knight) to land a GTFO/kill move?
USmash is always fun to trap people for landing on platforms or ledge jumping opponents. The initial hitbox even outranges Link's DAir.
Thoughts?