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I just hope that the aura boost can help it break that limit then.It could mean priority was altered in this game, or arrows and bananas now have a certain amount of health now.
It's been confirmed we can, yeah. I was thinking, sense we can d-air out of SH-airdodge, we could probably mix that up with SH-airdodge forcepalm with a lot more consistency due to the fall speed.Anyone know if we can still land into a Force Palm grab like start a few frames right before landing?
Speed wasn't the reason why f-smash was "spammable" it came out frame 20 somethig. It was used as a spacing tool and the angle kept people in check.Force Palm looks a lot faster now. Seems like it's as spammable as Lucario's old F-smash. I would wager it'd be a lot worse against faster opponents, but against mid-speed opponents, you could probably space it for a good poke or something. Retreating short hop force palms could be really annoying to chase down for some opponents with limited range options as well.
It doesn't from what i've heard. The knockback on it seems to always be too significant, even with no aura. Even if it did there's a new mechanic in smash 4 that makes it so chaingrabs in general no longer work. God, I can't wait til this game comes to the US so I can play with all the new moves though and see what juicy new tools he's got.last edit : does any one know if his force palm chain gaibs still???
It doesn't from what i've heard. The knockback on it seems to always be too significant, even with no aura. Even if it did there's a new mechanic in smash 4 that makes it so chaingrabs in general no longer work. God, I can't wait til this game comes to the US so I can play with all the new moves though and see what juicy new tools he's got.
As far as I remember, chain Force Palms were kind of situational back in SSBB, as only certain characters were vulnerable to it. Based on what I've seen so far, Force Palm seems like a viable killing move now, which should be interesting to see first hand.It doesn't from what i've heard. The knockback on it seems to always be too significant, even with no aura. Even if it did there's a new mechanic in smash 4 that makes it so chaingrabs in general no longer work. God, I can't wait til this game comes to the US so I can play with all the new moves though and see what juicy new tools he's got.
Actually, force palm was a pretty good kill move in brawl. I think what you're referring to is the flame part of it...As far as I remember, chain Force Palms were kind of situational back in SSBB, as only certain characters were vulnerable to it. Based on what I've seen so far, Force Palm seems like a viable killing move now, which should be interesting to see first hand.
The force palm chaingrab wasn't even real in brawl. At percents in which it functioned as a chaingrab you could mash out of it before the hit even came out, really easily. I couldn't stand when I saw people falling for that ****.As far as I remember, chain Force Palms were kind of situational back in SSBB, as only certain characters were vulnerable to it. Based on what I've seen so far, Force Palm seems like a viable killing move now, which should be interesting to see first hand.
Well, the flame never really did that much, but yeah. The Force Palm could kill at high enough percents, but it was somewhat riskier than winding up with an Fsmash.Actually, force palm was a pretty good kill move in brawl. I think what you're referring to is the flame part of it...
Lucario is the Goku Pokemon after all.The horizontal distance is insayian it could probably cover so much more grounded area than it did in Brawl.
I'm a day late but welcome to Smashboards, happy 2nd post.over all im really excited for this generation of lucario, over all power buffs and aura scales with the rage effect, this means that at higher % (like 100%) lucario is gonna be extreamly deadly
just so you know, zero on stream killed aI'm a day late but welcome to Smashboards, happy 2nd post.
But yeah, the bonus 15% knockback from RageBoost% added to his already good AuraBoost%, a fresh un-charged FSmash from Lucario at 150% could probably KO aat 70 - 80%.
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I stand corrected,just so you know, zero on stream killed aat 70%with a grabbed force palm when he himself was at 140%
no problemI stand corrected,would die at 55% from uncharged FSmash or FP grab. Thank you for the enlightenment.
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His Dair still cancels momentum, just not as much as Brawl Lucario's did. It was reduced, also Welcome to Smashboards.Is his Dair still a good way to stopping your own momentum? Particularly after taking some knock back
The items that are throw-able as projectiles at different speeds in different directions can also alter the priority they have when thrown againstaura sphere can destroy every single non final smash projectile in the game EXCEPT
can
thoral
dins fire
beam and
fully charged canonball just so you know this may not be true, but almost every single projectile in the game, lucario can use aura sphere at max charge to cancel almost every projectile that is non FS i am still trying to find footage of more projectiles that aura sphere cant cancel
I might be interested in helping but having not mained Lucario in Brawl I'm not sure I'm qualified for that. =pSmash 4 launches tonight. Anyone down to help me figure out the aura cap percentages and aura scaling? I'm going to begin doing it tonight at launch after downloading it.
One of the first things I will be doing.Smash 4 launches tonight. Anyone down to help me figure out the aura cap percentages and aura scaling? I'm going to begin doing it tonight at launch after downloading it.
Cool. Do you have/know any methods to find out the decimal number for moves? I'm at a loss for that much.One of the first things I will be doing.
Also every version of force palm is godlike.
I do not for the 3DS.Cool. Do you have/know any methods to find out the decimal number for moves? I'm at a loss for that much.
Use a move 10 times. Divide by 10.Cool. Do you have/know any methods to find out the decimal number for moves? I'm at a loss for that much.
Thanks, MythTrainerInfinity.Use a move 10 times. Divide by 10.
I'd probably do it in training. If you do notice something getting weaker, just kill Lucario to reset the stale moves counter I guess.Thanks, MythTrainerInfinity.
Edit: Can this be applied in training as well, or must I do it in FFA/1v1?
Any help of yours is welcome. I have work tomorrow, so I'm only testing each move in 10% increments until I hit the aura cap for each one. Thorough testing, such as decimal percentages, will be after I wake up.I'd probably do it in training. If you do notice something getting weaker, just kill Lucario to reset the stale moves counter I guess.
So are you guys taking this over for me? Because I wanted to test every individual percent increase in each move.