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Lucario Metagame General Discussion Current Topic: All about Aurasphere

#HBC | Red Ryu

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Lee thinks Marth vs Lucario is even.

I think Lucario loses that MU, spacing and edgeguarding. D= I Ftilt a lot angled up in that MU.

ZSS is even, her Dsmash is what makes it even with her aerials and good mix-ups with side B, we both work well on each others shields because both characters have meh OoS options.
 

phi1ny3

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Lucario makes me rage. Marth makes me think Lucario is a joke though. Discuss.
http://www.youtube.com/watch?v=V2GqJZm6HAc

watch these matches.

I think you'll change your mind on the latter statement ;)

I used to think it was probably Lucario's hardest MU before watching this. Mind you Marth does a number on lucario offstage, but he's still got lots of options in the MU and has a relatively good lifespan in each stock against marth outside of hard reads/lucky tippers.
 

MythTrainerInfinity

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People don't use UTilt and DTilt to kill enough. They kill at similar percents. We all are working to use UTilt to punish a lot, so why not sometime use DTilt to kill by punishing landing lag or somethin'?
 

phi1ny3

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It can, which is why imo I would keep it fresh if you have an opponent that's at really, really high percent, because utilt has a lot more function and a stronger overall niche (makes a really good surprise option on crossup, for example when MK nairs/tornados behind you and thinks he's safe), which is too good to not have it fresh usually, and dtilt is a more viable move after jab canceling, which means if you need a setup into the kill, dtilt could be a move you could use to polish off the opponent's stock if it's gone to a late game.
 

culexus・wau

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I always forget about my tilts.

which is why I always kill with them because I'm like

"oh yeah I have this"

LOL
 

Supreme Dirt

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DTilt is actually my kill move of choice at higher percents. Personally I prefer punishing with FP to follow up of choice if I have the chance.
 

MythTrainerInfinity

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I am starting to keep this rule of thumb in mind:

When you are vs. a light-mid weight and you are at 100% at neutral stock and they are at 150% a single fresh UTilt or DTilt will kill.
 

culexus・wau

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I want frame data on aurasphere

accurate.

Shooting from full charge

Shooting from the charge stance

and fastest possible shooting from not full charge [pressing BB, so you go into charge stance and buffer the aurasphere shot]
 

culexus・wau

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how do you platform cancel with lucario.

the feet thing doesn't help me

and the feet trick DEFINETELY DOESN'T WORK WHEN TRYING DO IT OUT OF A MIDAIR JUMP
 

phi1ny3

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articles (aka specials that produce weird new hitboxes and the like) are hard for me to look up on OSA/PSA, meaning the most reliable way to do the frame data for AS is to do it on frame advance.

FWK, do you have frame advance code? I could give it to you, if you want to find out.

I haaaaaaaaate being so busy as of late, just one more final before I'm home free...
 

iRJi

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I want frame data on aurasphere

accurate.

Shooting from full charge

Shooting from the charge stance

and fastest possible shooting from not full charge [pressing BB, so you go into charge stance and buffer the aurasphere shot]
Full charge = 19

AS release from charge stance is either 6 or 8 frames iirc. (This is the only one I don't remember from my notebook)

Fastest possible shot from pressing BB is still 19 frames.

First possible hitbox from charging AS = 52

Charging AS hitboxes is ever 2 frames from first hitbox available.

(On terms of move decay, if I remember correctly, each hitbox does actually count as 1 hit, thus counting to the decay of AS, or unstaling your moveset. I have to retest it, but that is what I got from testing it the first time)


In short, most of the data is pretty accurate for what he have already. I tested all of this with debug.
 

culexus・wau

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> FCAS and buffered NFCAS are the same speed.

Interesting.

1st frame we can shield/roll/sidestep on aurasphere?

And all the shield cancels would be Coo too.

Jump, doubleteam, ES. Etc

Ircc kit said as release from charge stance is 5 frames :( conflicting data ftl
 

culexus・wau

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Jose DiazSoto (6:11:42 PM): Why the Hell do you want to know anything concerning double-team? >_>
Jose DiazSoto (6:12:24 PM): Oh BTW since I just saw it now:
Jose DiazSoto (6:12:31 PM): "Aurasphere shot from aurasphere stance"
FlameWaveK (6:12:33 PM): because
FlameWaveK (6:12:38 PM): my double team usage
FlameWaveK (6:12:39 PM): is amazing
FlameWaveK (6:12:40 PM): lol
FlameWaveK (6:12:51 PM): i heard from kita its frame 5
Jose DiazSoto (6:12:53 PM): It's no different if you fire it from the charging stance or if you fire it fully charged, it'll still become active on frame 6.

Jose DiazSoto (6:14:22 PM): Grab comes out just as fast from AS charge as it does on neutral stance: Frame 6.
Jose DiazSoto (6:14:29 PM): This is assuming it connects anyway.
FlameWaveK (6:15:25 PM): um
FlameWaveK (6:15:31 PM): add up the frames for me
FlameWaveK (6:15:36 PM): AS charge -> buffered grab
Jose DiazSoto (6:15:36 PM): and I don't know why Kita told you frame 5. He hast he same access I do, but the Sphere will not become active until 6, even thoguh if you PS it before you still get the "ping!" sound. Maybe he got confused.
Jose DiazSoto (6:15:49 PM): Ah alright, soonest you can grab from AS charge.
Jose DiazSoto (6:16:02 PM): Let's see, I think it takes Lucario 12-14 frames to charge, I'll double check right now.
Jose DiazSoto (6:16:25 PM): 13 frames, yeah.
Jose DiazSoto (6:16:31 PM): That's the start-up anyway.
Jose DiazSoto (6:16:38 PM): 14 and onwards is Aura Sphere Charge.
Jose DiazSoto (6:16:43 PM): Sooooo....
FlameWaveK (6:17:08 PM): added up its...
Jose DiazSoto (6:17:53 PM): Lucario's grab will connect on the 19th frame from AS start-up. There's no charge... or maybe 1 frame of charge but I doubt it.

Jose DiazSoto (6:20:54 PM): Lucario's jump is 6 frames.
Jose DiazSoto (6:21:07 PM): I know this because if I try and do any kind of input beforehand, nothing works.
Jose DiazSoto (6:21:10 PM): So having that said.
FlameWaveK (6:21:15 PM): so..
Jose DiazSoto (6:21:19 PM): frame 14 Lucario puts up his shield.
FlameWaveK (6:21:28 PM): he's airborne frame 20?
FlameWaveK (6:21:30 PM): or 21?
Jose DiazSoto (6:21:31 PM): Then 6 frames after is teh soonest you can act, with an aerial, airdodge, whatever.
Jose DiazSoto (6:21:41 PM): I'll get it right now, I'm just getting the misc. data that adds up on itself.
FlameWaveK (6:21:45 PM): kk
FlameWaveK (6:21:52 PM): So Aurasphere -> Shield Cancel Jump
FlameWaveK (6:21:56 PM): Lucario will airborne on frame...
Jose DiazSoto (6:22:10 PM): 20, sir.
Jose DiazSoto (6:22:33 PM): it takes him 19 frames to get airborne from AS start-up to shield-cancel to jump-cancel.
Jose DiazSoto (6:22:35 PM): Mhm.

FlameWaveK (6:22:46 PM): so frame 20
FlameWaveK (6:22:47 PM): wait
FlameWaveK (6:22:52 PM): while we did the jump...
FlameWaveK (6:22:57 PM): what is double team's counterframe?
FlameWaveK (6:23:06 PM): thats frame 20 lucario is airborne
FlameWaveK (6:23:13 PM): and then I buffer downB
FlameWaveK (6:23:18 PM): when is the counterframe?
FlameWaveK (6:23:31 PM): and when do the invuln/grab avoiding frames start up?
Jose DiazSoto (6:23:40 PM): Well, when do Double-Team's counter frames come up? I'm not sure, but all you need to do is add 19 to it before and you basically have your data, but for the sake of it I'll get that too...
FlameWaveK (6:24:06 PM): ircc
FlameWaveK (6:24:07 PM): frame 6
FlameWaveK (6:24:24 PM): at least thats what the frame data thread says
FlameWaveK (6:24:31 PM): doesn't say when the invuln starts tho
Jose DiazSoto (6:24:46 PM): 6 is correct.
Jose DiazSoto (6:24:52 PM): That's when the counter frames data.
Jose DiazSoto (6:25:00 PM): Now I'll check if it can avoid grab at all by then.
Jose DiazSoto (6:25:12 PM): But I've never not had a problem with grabbing countering opponents...
FlameWaveK (6:25:42 PM): lucario's grab
FlameWaveK (6:25:45 PM): er
FlameWaveK (6:25:46 PM): DT
FlameWaveK (6:25:48 PM): avoids grab
FlameWaveK (6:25:50 PM): good in doubles
Jose DiazSoto (6:25:50 PM): Oh wow oh wow oh wow.
FlameWaveK (6:25:56 PM): but basically gives a free hit on whiff on singles
Jose DiazSoto (6:25:57 PM): Lucario just-
FlameWaveK (6:25:57 PM): <<
Jose DiazSoto (6:26:00 PM): He's not invincible.
Jose DiazSoto (6:26:02 PM): I think-
Jose DiazSoto (6:26:04 PM): Technically.
Jose DiazSoto (6:26:16 PM): The Smash lab has this has intangibility or something of that sort.
Jose DiazSoto (6:26:27 PM): But I couldn't grab him on frame 6 either.
FlameWaveK (6:26:37 PM): any frame before you could grab?
Jose DiazSoto (6:26:43 PM): Sure, DT didn't go off, but he avoided the grab the same way as anybody incincible or intangible would.
Jose DiazSoto (6:26:46 PM): Oh uhm...
Jose DiazSoto (6:26:48 PM): Lemme check.
Jose DiazSoto (6:27:19 PM): Oh yeah, invincibility only starts on frame 6.
Jose DiazSoto (6:27:24 PM): frames 1-5 is all start-up lag.
FlameWaveK (6:27:44 PM): hmm
FlameWaveK (6:27:45 PM): kk
FlameWaveK (6:27:56 PM): so
FlameWaveK (6:27:57 PM): from
Jose DiazSoto (6:27:58 PM): Anyway, you want DT from AS charge...?
FlameWaveK (6:28:08 PM): Aurasphere -> Shield Cancel Jump -> DT
FlameWaveK (6:28:13 PM): when does the counterframe pop up/
FlameWaveK (6:28:14 PM): ?
Jose DiazSoto (6:28:22 PM): Eh...
Jose DiazSoto (6:28:24 PM): I'll find out, lol.
FlameWaveK (6:28:28 PM): thanks
Jose DiazSoto (6:31:12 PM): 26.
Jose DiazSoto (6:31:31 PM): It takes 25 frames to go into counter-frames from AS charge.

Jose DiazSoto (6:31:52 PM): I figured.
Jose DiazSoto (6:33:10 PM): 15.
Jose DiazSoto (6:33:21 PM): Lucario is invincible on the 2nd frame of his spotdodge, so~...
FlameWaveK (6:33:39 PM): so
FlameWaveK (6:33:44 PM): Aurasphere -> Sidestep
FlameWaveK (6:33:50 PM): invincibility comes out frame 15?
Jose DiazSoto (6:33:58 PM): Yessir.

Jose DiazSoto (6:34:46 PM): Meh, I figure I'd just keep jabbing him frame by frame until he would pass through.
FlameWaveK (6:35:35 PM): *now inviciblitity on rolls
Jose DiazSoto (6:36:32 PM): Lucario becomes invincible on frame 4 of his front roll if I got that correctly, which I'm sure I did because...
Jose DiazSoto (6:36:48 PM): Lucario becomes invincible on frame 17 from AS charge to forward roll.
Jose DiazSoto (6:36:57 PM): 17 - 4 = 13. Makes sense.
Jose DiazSoto (6:37:08 PM): Back roll now...
FlameWaveK (6:37:09 PM): same thing with backrooll?
Jose DiazSoto (6:37:14 PM): Uhm, I'm about to find out.
FlameWaveK (6:37:17 PM): kk
Jose DiazSoto (6:38:08 PM): No difference

FlameWaveK (6:44:46 PM): Aurasphere
FlameWaveK (6:44:47 PM): Drop shield
FlameWaveK (6:44:49 PM): dash grab
Jose DiazSoto (6:44:54 PM): Oh that?
Jose DiazSoto (6:44:58 PM): Meh, more adding.
FlameWaveK (6:44:59 PM): how much frames does it take for the dashgrab hitbox to come out
FlameWaveK (6:45:06 PM): same thing with jab and utilt
Jose DiazSoto (6:45:13 PM): It takes every chaarcter except Yoshi 7 frames to drop their shield.
Jose DiazSoto (6:45:20 PM): But regardless, I'll look.
Jose DiazSoto (6:45:56 PM): Yep.
Jose DiazSoto (6:46:14 PM): It takes Lucario 27 frames to act from AS start-up to charge cancel.
Jose DiazSoto (6:46:20 PM): I can only imagine.
Jose DiazSoto (6:46:25 PM): 30-50 frame attacks. :-P
Jose DiazSoto (6:46:45 PM): Wait, was it 27 or 26? Either way it ain't anything speedy that's for sure.
Jose DiazSoto (6:47:04 PM): ugh, and UTilt?
Jose DiazSoto (6:47:18 PM): That's a pain to test, being that the hitbox is at different places at different times.
Jose DiazSoto (6:47:24 PM): Let's see...
FlameWaveK (6:47:30 PM): from
FlameWaveK (6:47:36 PM): the back hitbox
FlameWaveK (6:47:43 PM): I GUESS FOR COMPLETIONISTS SAKE
FlameWaveK (6:47:48 PM): the front one too
Jose DiazSoto (6:47:58 PM): IIRC, Frame 9 was when the hitbox was directly above Lucario. Frame 12 is when the hitbox is on the opposite side that Lucario started it from, and the attack comes out on frame 5 so.
Jose DiazSoto (6:48:28 PM): Oh, I can get you the back hitbox if I'm real close to Lucario since it happens to hit on that side on that frame too, lol.
FlameWaveK (6:49:22 PM): most lucarios
FlameWaveK (6:49:23 PM): will
FlameWaveK (6:49:29 PM): try to get with the back hitbox too
FlameWaveK (6:49:33 PM): does pivoting take any frames?
Jose DiazSoto (6:49:37 PM): 32 for UTilt back hitbox.
FlameWaveK (6:49:37 PM): IE
FlameWaveK (6:49:42 PM): buffering a pivot uptilt?
Jose DiazSoto (6:49:46 PM): Hmm, let me see.
Jose DiazSoto (6:50:24 PM): Yeah, one more frame.
Jose DiazSoto (6:50:45 PM): You need to take at least 1 frame to turn around, but after that you can do anything you want normally.
Jose DiazSoto (6:51:00 PM): In that regard, UTilt hits on frame 33.
Jose DiazSoto (6:51:28 PM): You still want me to get the descending hitboxes for UTilt?
FlameWaveK (6:51:38 PM): yes
FlameWaveK (6:51:39 PM): So
FlameWaveK (6:51:45 PM): for the back hitbox
FlameWaveK (6:51:56 PM): out of the charge stance
FlameWaveK (6:51:57 PM): buffered
FlameWaveK (6:52:12 PM): Aurasphere -> shield cancel - utilt is 32/33 frames
FlameWaveK (6:52:17 PM): depending on wether you pivot or not
Jose DiazSoto (6:52:40 PM): 32 if you don't pivot, 33 if you do.
Jose DiazSoto (6:53:01 PM): The difference is that if you don't pivot, you risk having the hitbox taking the extra time to come down on the descend.
Jose DiazSoto (6:53:23 PM): Whereas if you hit with the pivot, you'll get the range where you'll probably want it to be there and then.
Jose DiazSoto (6:54:07 PM): That's the gist of it anyway.
Jose DiazSoto (6:54:46 PM): Frame 9 the hitbox is directly above Lucario, frame 12 is in front of where Lucario started the attack.
Jose DiazSoto (6:54:56 PM): So if he was facing left when he did UTilt, it'll be on the left.
FlameWaveK (6:55:23 PM): aight cool
FlameWaveK (6:55:27 PM): thanks <3

FlameWaveK (6:55:31 PM): next attack
FlameWaveK (6:55:36 PM): Aurasphere shield cancel jab
FlameWaveK (6:55:45 PM): and then aurasphere shield cancel dash grab
Jose DiazSoto (6:55:59 PM): ... Let's see... it takes 27 frames... so a jab should...
Jose DiazSoto (6:56:04 PM): Ah screw it, I'll do it myself.
Jose DiazSoto (6:56:43 PM): 33.
FlameWaveK (6:57:08 PM): aurasphere shield cancel jab comes out frame 33
FlameWaveK (6:57:09 PM): kk
FlameWaveK (6:57:11 PM): dash grab?

FlameWaveK (6:55:27 PM): thanks <3
FlameWaveK (6:55:31 PM): next attack
FlameWaveK (6:55:36 PM): Aurasphere shield cancel jab
FlameWaveK (6:55:45 PM): and then aurasphere shield cancel dash grab
Jose DiazSoto (6:55:59 PM): ... Let's see... it takes 27 frames... so a jab should...
Jose DiazSoto (6:56:04 PM): Ah screw it, I'll do it myself.
Jose DiazSoto (6:56:43 PM): 33.
FlameWaveK (6:57:08 PM): aurasphere shield cancel jab comes out frame 33
FlameWaveK (6:57:09 PM): kk
FlameWaveK (6:57:11 PM): dash grab?
Jose DiazSoto (6:58:40 PM): 36.

double post for data
 

phi1ny3

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I also want to mention that ASC is not only cancelable by shield.

If you air dodge in the air right before you land, you can get ASC to cancel w/o having to deal with shield frames. Kinda like what Junebug did to DEHF (B-reverse ASC -> dair iirc, he could've shielded so I might be wrong).
 

culexus・wau

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PokemonTrela (6:39:15 PM): The F?
PokemonTrela (6:39:17 PM): Anyways!
PokemonTrela (6:40:08 PM): The Ken Flash was SO HARD for me to get at first. One day (the thursday before MLG, I believe), I decided to try doing it again.
PokemonTrela (6:40:16 PM): I started doing this first:
FlameWaveK (6:40:59 PM): woooah
FlameWaveK (6:41:01 PM): coolsies
PokemonTrela (6:41:02 PM): LOL
FlameWaveK (6:41:06 PM): Whats the stick imputs tho
FlameWaveK (6:41:07 PM): :X
PokemonTrela (6:42:07 PM): When you jump and turn your AS the other way, you're pressing it lightly, yes? As SOON as you make that turn, IMMEDIATELY B-Stick the other way.
PokemonTrela (6:42:11 PM): So first:
PokemonTrela (6:42:23 PM): + This:
PokemonTrela (6:42:41 PM): =:
FlameWaveK (6:42:52 PM): so basically
FlameWaveK (6:42:58 PM): I jump
FlameWaveK (6:43:09 PM): reverse B aurasphere
FlameWaveK (6:43:10 PM): and then
FlameWaveK (6:43:14 PM): B reverse the otherway?
PokemonTrela (6:43:17 PM): Mhmm!
FlameWaveK (6:43:24 PM): hmmmmmmmmmmm
PokemonTrela (6:43:25 PM): Now, here's a REALLY easy way to get it down:
FlameWaveK (6:43:26 PM): sweet
FlameWaveK (6:43:29 PM): aight listening
PokemonTrela (6:43:33 PM): Watch this:
PokemonTrela (6:43:59 PM): I'm jumping backwards then immediately bringing out my AS without keeping that way.
PokemonTrela (6:44:11 PM): It's a little thing I noticed that helped me get the Ken Flash down.
PokemonTrela (6:44:14 PM): It lets me do this:
FlameWaveK (6:44:30 PM): mhmm
PokemonTrela (6:44:34 PM): Jump backwards > AS forwards.
PokemonTrela (6:44:36 PM): Try!
FlameWaveK (6:44:56 PM): ow ow ow
FlameWaveK (6:44:57 PM): one sec
FlameWaveK (6:44:59 PM): break
FlameWaveK (6:44:59 PM): wrist
PokemonTrela (6:45:00 PM): Lol
PokemonTrela (6:45:04 PM): Arright.
FlameWaveK (6:45:09 PM): as you were saying tho?
FlameWaveK (6:45:18 PM): after I do that for awhile
FlameWaveK (6:45:20 PM): whats the next setp
PokemonTrela (6:45:53 PM): The Ken Flash has you making a turn before executing the B-Stick.
PokemonTrela (6:46:25 PM): It'll take some time to get down, but jumping backwards > IMMEDIATE AS forwards (no B-Stick) is the easiest way to get it down.
FlameWaveK (6:46:34 PM): hmmm
FlameWaveK (6:46:35 PM): Gotsit

ITT Trela teaches the ken flash
 

culexus・wau

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So we all know that the after the 1 2 3 GO, you can buffer actions immediately

what round openers do you guys use in Singles? on what stages?

Doubles? vs what teams? and what stages?

One common thing I do is if I'm on the left side of smashville I'll jump aurasphere so I land on the platform.
 

MythTrainerInfinity

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Depends on which character it is... and the stage too.

Unless its against Falco, Kirby, or Dedede I like to stay grounded. Sometimes casually charging up a Sphere for mindgames.

Sometimes, I go on autopilot for the first 50% or so, to search out habits.
 

Steam

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I also want to mention that ASC is not only cancelable by shield.

If you air dodge in the air right before you land, you can get ASC to cancel w/o having to deal with shield frames. Kinda like what Junebug did to DEHF (B-reverse ASC -> dair iirc, he could've shielded so I might be wrong).
is it fastest to do that or to land with no landing frames an jump OOS?

WTF is a ken flash? : (
 

Ares

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I think they are calling the "bro-versal" thing ken flash...
basically a b-reverse without changing the way ur facing
 

culexus・wau

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Aurasphere, your opinions on it.

give them too meeeeeeeee.

B-reversals, ken flash, charge cancels.

the works.

I'll make my post tomorrow I have a big smashfest to run today.

IMO this is lucario's key move and its what makes him work.
 

Supreme Dirt

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Don't use Aura Sphere against Mario. He can cape it on reaction, and you really don't need it to beat him. Only real use is to punish lag from Up-B.

Similarly, bad idea to just throw them out against Pit, Fox, Falco or Wolf. If you really need to hit Pit with AS, wait until he's doing something other than Mirror Shield or HAIYAIYAIYAIYAA. Except for Bair, FAir, and DTilt, everything Pit has stays out a while, so it's more useful than most other MUs involving reflectors.

I've never really played a competent Fox, so I won't say too much on that, except Aura Sphere is pretty much never a good idea, and I'm pretty sure FSmash is bad, because iirc he can Powershield and then with buffers USmash us. But anyways his reflector is fast, gives him invincibility frames, and is just annoying.

Falco has the fastest reflector and I almost never AS unless I catch him recovering, but even then I usually BAir instead. Falco outcamps us, so Aura Sphere loses it's effectiveness. Outside of that we beat Falco imo, just be sure to let him hit you with one or two lasers, so he has no CG whatsoever. Some of the Falcos in my area don't seem to realize Luca isn't really CGable, but I think that has a lot to do with me being the only GTA Lucario afaik.

Wolf... should never be a problem. Ever. His reflector is laggy. Sure, he has invincibility on it. But now the aurasphere is INSIDE his reflector and HITS HIM. Wolf should never, ever be a problem and if he is, you are doing it wrong. Use AS up close for best use, midrange he can hit us with FSmash's end, and longrange he (maybe, BIG maybe) gets up the reflector in time.
 

culexus・wau

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Don't use aurasphere on people with reflectors
so many wrong things with this post.

will address later.

anyways Aurasphere is amazing.

We just have so maaaaaaaaany options out of the aurasphere charge stance its phenomenal.

if the shield drop time was bad in this game it would be bad but fortunately that is not the case.

The best usage of Aurasphere with the highest possible pressure ever is probably nearly full aurasphere charge.

it only takes like a second tick if you need the full charge power.

and this way you can still cancel into ASC on the ground for canceling your dash quickly.

the release from ASC is much faster then a FCAS fire. so like, that holding it out for intimidation is great.

you don't even have to fire it from Near full charge AS stance!

you can cancel into any shield option.

its like

the best reflector bait/scare tactic in the wooooooorld.

the fact we can jab option select into aurasphere charge is amazing too

imo atm NFC is WAAAAAAAY WAAAAAAY WAAAAAY better then simplying carrying a full charge

more later, when it comes to mind.
 

Aegis Effect

Smash Rookie
Joined
Dec 24, 2010
Messages
9
While lobbing an Aura Sphere at any character with a reasonably fast reflector is frowned upon, the actual charging of an Aura Sphere is not, and is actually encouraged in most basic forms of play.

What our good representative FlameWaveK was saying is that although it may be unwise to hurl a fully-charged AS from long-range, the sheer amount of things one can do before that point is delightful. That is all.

@Below Post. Why thank you!
 

culexus・wau

Purchased premium only to change name ><
Joined
May 13, 2008
Messages
4,636
Location
Irvine CA
its completely even.

I could find just as many reasons it could be in wolfs favor as it could be in lucarios favor.

in regards to wolf
 
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