One thing starting out that I realized is that Lucario has a crazy good D-Tilt, and a pretty amazing juggle game. First thing I really wanted to ask was, does anyone know about his SH D-Air > Side-B? From what I realize from playing other players in the area (Sethlon, Oracle, Denti, Awestin), it seems to be guaranteed on shield at all times. It also gets either a tech chase chance (Aerial grab) or a regular follow up (Grounded grab) on the opponent. I'm not sure how to tell if it's a grounded grab or aerial, but it seems to be a 50/50 when I do it, although. I have been doing SH D-Air > Side B tech chase aerial grabs on space animals, and it works amazingly well. I wasn't sure if you guys already knew this, or could shed some light and clarify.
Yeah, after watching what you can do with dtilt at PaRG, and finding that it is a pretty decent way to deal with CCing opponents, I've picked it back up into my regular play. To my knowledge, the best followups to a sweetspot dtilt are ASC>aerial. Might be able to squeeze an ES out of the hitstun, but I'll have to test that out to see.
SH dair>FP/aFP is great! Heck, in terms of tech chasing as a whole, any aFP at below SH height will pay out handsomely. In terms of when you'll get a grounded FP or an aerial FP, it is honestly dependent upon the height at which you start dair and if you're fast-falling it or not (c-stick or standard input dair, then hit down at any time during the attack.). And if you're spot on with reverse, B-reverse, and wavebouncing specials, you can convert the first hit of dair into a FP at almost any location on screen, assuming you're above (I can't exactly think of a specific golden location, so for now, arbitration powers, go!) your opponent when you land the conversion hit. As for being inescapable if it lands on shield... I think it is possible to buffer a roll or spot dodge to evade it. Noting that I've been ninja'd by CORY and playing off of what he's noted, I'd say that chances are there are a few characters that could even use an OoS option against it. That said, I am curious as to whether the frame advantage on shield is the same between both hits.
Lucario can get kinda silly against opponents who can't escape tech chases easily. Nearly everything can set up into a tech chase on fast fallers. Jab combo, anyone? How about dthrow? First hit of usmash>ASC? Lots of things. LOTS. Of course, the further away you get from the extreme, the easier it will be for the opponent to DI out of the silliness, but that is kind of a given, I suppose.
Perhaps it is just that I am rather ruddy with his juggle game, but I can't really make Lucario do any of the fancy in the air. I'm more inclined to end aerial endeavors with aFP to begin another tech chase or reset, AS, or ES. I'll play with that a bit more.
But yeah, here's a video for now to show how my Lucario is looking so far. Completely being clueless to the Ivysaur MU and my first tournament with him. Any tips and critique are greatly appreciated!
http://www.youtube.com/watch?v=08PZjJEj8vM.
P:S I go by the tag "Blink" now, so don't mind "Xeven".
Blink, eh? Right, I'll try to remember that. On to business.
• So does the Lucario-Ivysaur matchup feel like patooty to anyone else as well? Because yeah, that's-a spicy meatball. That's not just me, is it?
• You used quite a few Aura Bomb in the second round (four times, I think), and you demonstrated two ways to use it, though one leaves something to be desired. Using Aura Bomb in Neutral is both dangerous and wasteful, since it is rather easy to Power Shield, and easy to move away from. Instead, it makes for a brilliant space control tool when you have your opponent in stagger or when you are recovering. Furthermore, since you can slide along the ground during the startup animations if you touchdown before a jump, it is possible to adjust your spacing against your opponent while pressuring with a ball of death above or below when onstage, or perhaps shut down an opponent's low recovery entirely by sliding into a below-ledge-height AB.
• I would personally suggest that you use Aura Sphere a little more often as a whole. It makes for a nice way to break up opponent's approaches and improve your own. Matchup specific, a full charge AS will plow right through Razor Leaf.
• In regards to smashes, I'm personally under the impression that it is better to OHC into Double Team or occasionally ES as opposed to ASCing, since both give you immediate, drastic movement options that enable a forward or retreating movement. ASC has it's uses as well, naturally, but staying close is important.
• Lucario can CC forever, it feels like. I'll just leave it at that and let you figure out what to do. Needless to say, I've formed some bad habits from playing Lucario and Bowser all the time. Matchup specific, from what I've discussed and done with other Ivy players (read: with two other guys who whipped me with Ivy, no pun intended), while I doesn't make the fight
much better, you can CC tons of Ivy's options. Get good at CC teching and you can punish some of the sillier things.
• Um... I'm sure you did somewhere in there, but... I don't remember you using usmash at all.... It is practically THE MOVE for Lucario in that it sets up into SO MANY THINGS depending on how and when you OHC/JC it. Also, matchup specific, I think Ivy dies to it at around... ~95% and for sure at anything beyond 110%, lest you play on Dream Land.
• I didn't see any points at which it was possible in your match, but if you haven't looked into it already (and I don't actually think it has been discussed yet, so if anyone has got some more on this, rock and roll please.), Lucario's OoS options: usmash (for the bigger punishes only, as it is unsafe on pretty much anything else), dair, and fair OoS, along with the global options, are quite important when an opponent applies a fair bit of pressure.
One last thing I'm playing around with that I would like thoughts on is spacing for DT approaches. I've started to use those quite a bit, and as a result now try to maintain a positioning such that my DD options allow me to easily choose between DT to the front of the opponent or a DT crossup>f/utilt. No charges required, but having them does allow for some pretty cool tricks, I'll bet. And, if I'm not subconsciously trying to paint this better than it is, this spacing is also quite conducive to DD>grab, as well as a few of his other options in neutral.
Oh yes, and welcome to undoubtedly the most technically complicated character of arguably the most complicated fighting game in existence.