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Lucas' Aerials

x9whitey9x

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I've been playing a lot of Smash with my friends recently. To be honest, they're not very good, although neither am I. I tend to have a lot of success in the air with Lucas' fair and dair. Would this normally hold up in a tournament or against quality opponents?
Also, which of his airs are "best" and "worst"?
All help is greatly appreciated.
 

NESSBOUNDER

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Nair, Uair, Dair anf Fair are all great moves. Bair is the only one that's sub-par actually.

Uair has a 2 frame startup time.

Fair has a disjointed hitbox and good range.

Dair can rack up damage, combo and spike. Plus it has a lot of range too.

Nair is just an excellent move. It has no lag if you do it from a shorthop and sets up for all sorts of follow-ups.
 

x9whitey9x

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Thanks for the quick reply.
I've been trying to get the nair shorthop into my repertoire, though it's a bit hard to get used to. Why is the bair subpar?
 

PK Starstorm

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because it's so awesome. it's a spike, but only if you hit with the perfect spacing with his foot. in competitive play, most people will be so panicky and hyped, that it won't be used to it's full potential. also, the sour spots in it kinda suck, especially the ray path( throws up).
 

NESSBOUNDER

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because it's so awesome. it's a spike, but only if you hit with the perfect spacing with his foot. in competitive play, most people will be so panicky and hyped, that it won't be used to it's full potential. also, the sour spots in it kinda suck, especially the ray path( throws up).
I was thinking more because it's very slow, and the Dair is actually a lot easier to use for spiking...
 

Professional Idiot

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I actually think B-Air is a pretty good attack. But then again, I hardly play online, so I usually end up using it on the CPU, so I wouldn't really know how effective it really is.

As for Short Hopped N-Airs, does anyone have tips for moving around with it? I have a very hard time jumping forward, then suddenly letting go of the control stick; I usually end up using a F-Air or B-Air.
 

Tyr_03

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Bair is definetly not subpar. It covers a huge area and its spike is a lot better than the Dair spike because it's faster. You just have to know how to aim it. It's a great move to avoid being juggled and it autocancels on the ground so you can fastfall it. The slow start up time isn't that big of an issue as long as you can space it which isn't that hard. In a lot of situations it is actually a ton better than Fairs because fair covers such a small area leaving Lucas extremely exposed. Fair also has more lag upon landing which makes it extremely dangerous to use against grounded opponents.
 

NESSBOUNDER

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I dunno, the startup time kind of kills it for me, and it's range isn't even all that great for what it does. And I just can't get it to spike, so it's probably just me. :/
 

Blackbelt

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Bair does have a better spike than Dair, but Bair's spike is ridiculously hard to pull off.

I'd rather just Fair them away so they can't recover or Dair spike them.
 

BacklashMarth

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Bair is definietly not subpar. Its a good RAR move and creates a wall between you and the enemy. Plus, its a spike (already been said). Nothing is better than a good spike. As for the person asking about short hop nair, just run and short hop then let go of the joystick then press A. There isn't an easier way to do this so you'll have to manage.
 

NESSBOUNDER

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Bair is definietly not subpar. Its a good RAR move and creates a wall between you and the enemy. Plus, its a spike (already been said). Nothing is better than a good spike. As for the person asking about short hop nair, just run and short hop then let go of the joystick then press A. There isn't an easier way to do this so you'll have to manage.
It hardly creates any "wall" between you and the enemy because it takes so long to start and hardly hangs around for very long either. Not to mention the range is deceptively short. It is also an aerial move, meaning that if it gets blocked or air dodged, you will be punished for it with an out of shield attack. Lucario's Fsmash or Ftilt...THAT is a real wall.

I use it to edgeguard, but never to approach on the ground or in the air.
 

Tyr_03

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he's actually right Nessbounder. Because Bair autocancels if you fastfall it there is literally zero lag from it. That along with its range makes it really hard to punish and perfect for grounded opponents.
 

Earthbound360

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Im with NESSBOUNDER, I dun like the bair much. Sure it's got good range and spikes, but is that huge startup time really worth the knockback? I mean, it's hard enough to spike with becausee of the hitbox, and the startup doesn't help. It's stronger than the dair sure, but so hard to use.

Also, even though it autocancels, I find his fair superior in every way. If you use it as soon as you jump a shorthop, you will land with no lag, just as good as an autocancelled bair IMHO. The fair is also faster with almost as much, if not more range.

And this hitboxes really arent anything too impressive. THe spike is the onyl one to note. There's a weak one that doesn't do much and the deceent one that still has less knockback than a fair.

That's just me though. Lucas' aerials are great in response to the TC.
 

Tyr_03

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Show me any Lucas vid out there with few exception and I'll show you Fair being almost 100% useless on grounded opponents unless they're in lag or made a critical error. It is not a good approach. It will almost always lead to sheilding and usually punishment. Bairs are safer because you can keep a safe distance away and not have any lag. In addition, the fact that you can fastfall bairs safely unlike Fairs means that in many ways its speed is greatly enhanced by the lack of time you have to spend in the air unprotected.

Start up time is not necesarily something that detracts from an aerial. Take for example Melee DK's Fair. One of the slowest start up times in the game and yet one of his most commonly used aerials and a major kill move. Now take for example Melee Ness's Dair. Some situation. Very slow start up and yet a very useful move for him. Lucas's Bair just follows the same principles that these do. You need timing and spacing to use them effectively.

You have to bear in mind the TINY hitbox that Lucas's Fair has. This is the worst thing about it. More importantly, this tiny hitbox covers hardly any of Lucas's body meaning that MANY attacks will go right through it and hurt Lucas as well as the opponent. The only part of you that is protected is Lucas's outstretched leg and that very small spark that covers only directly in front of Lucas. Bair on the other hand stretches above Lucas's head all the way down below his feet.

The two moves have very similar priority but for both, they will only outprioritize moves if the opponent move hits Lucas's foot. You can test this by using both moves on Samus's missiles for example. If the sparks hit the missile it will go right through and hit Lucas but if his foot hits it will destroy the missile. This means that for the Fair you have only that little foot poke that is safe while the rest of Lucas's body is exposed. The bair on the other hand swings the foot around protecting Lucas's entire side 180 degrees.

Bair does have less knockback than Fair but not by a ton. If your opponent happens to be in the air and open to attack by all means use Fair because it's stronger and considerably safer to use on aerial opponents than it is on grounded opponents. If your opponent made an obvious mistake or is in lag then definetly choose Fair over Bair because it will send them back further. But Fair IS NOT A SAFE APPROACH on a grounded opponent while Bair is. That is why the Bair is useful. And for spiking of course. Which isn't really that hard, you just have to predict your opponent's recovery.
 

NESSBOUNDER

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I don't have any problems with Lucas's Fair at all. It has enough range not to be punished if you use it wisely. Due to the fast startup time, you can use it to catch an opponent off guard becuase it has more range than a Ftilt. Sure, it's not as safe, but I think the hit is worth it. What's more, you can do it while retreating with a backwards short hop, which is much safer.
 

wavelucas

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Back air is a good approach because of its 3 hexagons, and the ability to meteor smash them if they try to jump
 

gantrain05

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um yeah, Bair is by FAR the safest approach in the air, not only does it have good hitboxes, it protects lucas all over and theres more follow up options on it than his other arials, for instance, u can just shorthop bair and land lagfree far enuf away to not get punish, or you could even use the attack to push yourself over their head and land there or even use a Dair right after for more spacing.
 

Tyr_03

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I'm not discounting the use of Fair entirely. If you can get away with it, by all means do so. But if your opponent ever predicts it, they can punish you bad for it. I've seen countless videos where people do it. It's just a move that doesn't space well and doesn't protect you well.

If I had to compare Fair to an aerial in Melee I'd say it's most like Fox's Uair. An amazingly good move if used in the air but you can't use it as an approach because 1. It has a small hitbox that leaves his body vulnerable 2. It has more lag upon landing than other aerials even with L cancelling 3. There are better and safer options.

Again Uair is one of Fox's best moves...but ONLY in the air. The only other time you'd ever use it is if the opponent left themselves obviously open to it. Lucas's fair is very comparable. It has greater knockback than Bair so if you hit with it it's better. But you have a higher chance of being punished for using it as an air to ground approach than you do if you use his Bair. I have seen countless Lucas videos and analyzed them to see what works and what doesn't. Nearly EVERY SINGLE TIME you see someone using Fair on a grounded opponent it is sheilded and punished. It may be a fast aerial but Lucas is not so fast that you can't see it coming a mile away. Oh and you can retreat Bairs just as easily and again with more safety.
 

Earthbound360

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Show me any Lucas vid out there with few exception and I'll show you Fair being almost 100% useless on grounded opponents unless they're in lag or made a critical error. It is not a good approach. It will almost always lead to sheilding and usually punishment. Bairs are safer because you can keep a safe distance away and not have any lag. In addition, the fact that you can fastfall bairs safely unlike Fairs means that in many ways its speed is greatly enhanced by the lack of time you have to spend in the air unprotected.
You can use an fair and DI backwards to make it a safer approach. If you use it early enough in a short hop, you can land with no lag allowing Lucas to escape safely and not get shield punished.

Start up time is not necesarily something that detracts from an aerial. Take for example Melee DK's Fair. One of the slowest start up times in the game and yet one of his most commonly used aerials and a major kill move. Now take for example Melee Ness's Dair. Some situation. Very slow start up and yet a very useful move for him. Lucas's Bair just follows the same principles that these do. You need timing and spacing to use them effectively.
What bothers me about this argument is that those moves were excessively powerful, which makes up for the slow startup time, unlike Lucas' bair. The quicker fair even has more knockback and the general rule that follows is that less speed means more power and vice verse. Lucas' bair doesn't follow this rule.

You have to bear in mind the TINY hitbox that Lucas's Fair has. This is the worst thing about it. More importantly, this tiny hitbox covers hardly any of Lucas's body meaning that MANY attacks will go right through it and hurt Lucas as well as the opponent. The only part of you that is protected is Lucas's outstretched leg and that very small spark that covers only directly in front of Lucas. Bair on the other hand stretches above Lucas's head all the way down below his feet.
Okay, I'll give you that.

The two moves have very similar priority but for both, they will only outprioritize moves if the opponent move hits Lucas's foot. You can test this by using both moves on Samus's missiles for example. If the sparks hit the missile it will go right through and hit Lucas but if his foot hits it will destroy the missile. This means that for the Fair you have only that little foot poke that is safe while the rest of Lucas's body is exposed. The bair on the other hand swings the foot around protecting Lucas's entire side 180 degrees.
Same as above

Bair does have less knockback than Fair but not by a ton. If your opponent happens to be in the air and open to attack by all means use Fair because it's stronger and considerably safer to use on aerial opponents than it is on grounded opponents. If your opponent made an obvious mistake or is in lag then definetly choose Fair over Bair because it will send them back further. But Fair IS NOT A SAFE APPROACH on a grounded opponent while Bair is. That is why the Bair is useful. And for spiking of course. Which isn't really that hard, you just have to predict your opponent's recovery.
You forgot one thing here though. Yes, the fair has more knockback in general, but it is also more consistent. The strongest hitbox of the bair is not always veryeasy to hit with, and even then, you must remember it is less.

And i just think of it this way. Fair has more speed and power. Speed and power>Defense, at least when it comes to aerials. Besides, I dont think the fair is as bad of an approach as you say it is. I dont think it loses that category by much, while the bair is much worse in terms of speed, and a little less in power (it's inconsistent).

I'm not discounting the use of Fair entirely. If you can get away with it, by all means do so. But if your opponent ever predicts it, they can punish you bad for it. I've seen countless videos where people do it. It's just a move that doesn't space well and doesn't protect you well.
You sure? It seems to me like the fair and bair have similar range, at least in front. And remember, you CAN DI back for safety.

If I had to compare Fair to an aerial in Melee I'd say it's most like Fox's Uair. An amazingly good move if used in the air but you can't use it as an approach because 1. It has a small hitbox that leaves his body vulnerable 2. It has more lag upon landing than other aerials even with L cancelling 3. There are better and safer options.
Again Uair is one of Fox's best moves...but ONLY in the air. The only other time you'd ever use it is if the opponent left themselves obviously open to it. Lucas's fair is very comparable. It has greater knockback than Bair so if you hit with it it's better. But you have a higher chance of being punished for using it as an air to ground approach than you do if you use his Bair. I have seen countless Lucas videos and analyzed them to see what works and what doesn't. Nearly EVERY SINGLE TIME you see someone using Fair on a grounded opponent it is sheilded and punished. It may be a fast aerial but Lucas is not so fast that you can't see it coming a mile away. Oh and you can retreat Bairs just as easily and again with more safety.[/QUOTE]

What lag upon landing? Remember, you can land with no lag with Lucas' fair out of a short hop. No lag at all is better than an autocancel which is your only option with the bair.

Like I said earlier, you can retreat fairs too.

Idk, you apparently lkove the bair and I'll let you do that, but I just think the fair has most of what's important to me in an aerial over the bair.

Damage: Fair
Knockback: Fair
Startup: Fair
Ease of use: Fair
Range: Tie
Lag: Fair (if you finish the aerial before you land)
Defense: Bair
Priority: Tie

That's what I have gathered at least. I could be wrong.
 

PCHU

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LAWLZ at Nessbounder's sig.
Are they ever going to stop?

Anyway, I think dair is the best, and please read this, as it tells why.

I was playing my friends Pikachu, and he's a known spammer.
Not NOW, even though he was yesterday, but he quit spamming today.
Anyway, the time watch appeared, and he got it.
I started dair RIGHT then, and he spent his whole time like this:
CHU!STOMP CHU!STOMP CHU!STOMP CHU!STOMP CHU! And right then, his time was up.
See what happened?
I ended up wasting his period of ownage with some of my own.
I got thundered in the end, but it was still pretty nice.
Plus, it meteors on the last kick.

I think that is the best move he has.
 

Tyr_03

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To clear a few things up with EB360.

The lag comparison I worded incorrectly. Fair and Bair have the exact same amount of lag (both autocancels work the same way basically) but Bair takes a shorter time once it has started because you can fastfall it. Despite its longer start up speed you can actually do repeated Bairs faster than you could do repeated Fairs because of the stage autocancel. You spend less time in the air and therefore less time vulnerable. Opponents can drop their shields after you've hit it with a Fair in time to punish you even with the autocancel because of the time you spend in the air. Trust me.

Range is definetly not a tie. Horizontal range maybe but Bair covers 180 degrees in the opposite direction you're facing while Fair is only a horizontal line that as you say goes as far out as the Bair if not shorter. Bair has a much larger vertical range meaning it protects you more, will hit crouching characters, will hit jumping characters (on the assumption you did in fact time the fair for zero lag on landing.)

Ease of use is not a good argument. You have to assume that you're planning on being proficient at using all of Lucas's moves. Bair is not even close to difficult enough to use to limit it's usefulness. An example of a move that is difficult enough to limit it is the YYG from Melee where you could get severely punished from messing it up and there was a small, easily blockable window to do it in. Bair is not this way at all. It takes a little bit of timing, spacing and practice and nothing more. Detracting from its usefulness in this way is kind of like saying "Waveshining isn't as good as Upsmash because it's harder to pull off."

The knockback kill difference is around 20% from Fair to Bair on Mario. This changes depending on the character because Bair has a lower trajectory with the right hit. Knockback however is not an issue even remotely at hand here. I'm talking about Bair as an approach, not a kill move. Bair has plenty enough hitstun and knockback to serve its purpose as an approach, not putting you at risk. Take for example basically any Nair in Melee. Low knockback but enough to safely hit them away and allow for further opennings. Bair works much the same way. It leads into no true combos but easily opens up further approaches because of its high hitstun even with the sourspot. Because of this, the knockback on Bair is completely inconsequential in the way I'm using it. I freely admit that if you're going for a kill, Bair is not the best choice. It is however the safest choice for dealing damage and possibly leading into kills.

The damage difference is 9% Bair and 12% Fair. You can argue over 3% if you want.
 

TechnoMonster

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Multiple B-airs offstage is a great answer to any large character like Bowser or DeDeDe, and the range is a great advantage too.

Lucas' aerials are pretty much on-point to air-poke people, and they set up well for all of his B moves (U-air landing cancel to PK Freeze to F-tilt gets ppl wtf?).

-

Eds: This is the coolest thread on the Lucas Boards

NessBounder: The problem with F-air is not when you hit with it, but when you miss, its always punishable by a grab no matter where you land. If you hit a shield with it then they can just use the rest of the animation before you land to chase you down and grab you, every time no matter which direction you DI, and if you cancel it by landing then its and easy shieldgrab or dash-grab.

On the flip-side, I don't think B-air and F-air really compete with one another. B-air is your Stomp move, and with the FF auto-cancel hax its a great shield poke/approach, much like DK's F-air. Lucas' F-air is good for knocking off mid-percent opponents with a medium knockback damaging attack, especially in fullhops, punishing moves, and chasing people around offstage at mid-high percents.

Tyr - don't knock that 3%, if you have a choice for a guaranteed hit, always go for F-air, but as part of a strategy that needs to be safe, stick to B-air. 3% over 3 hits is almost 10%, and can make a difference between a downthrow/b-throw/u-smash KO and not.
 

Powda

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Ok, I don't agree on alot of what is being said on how to use Bair...but I disagree sternly that it is 'useless'.

The beauty of Bair is it's rising attack property. I can't count how many times I have run off the side as a mind game then with a rising Bair nailed my opponent setting up for an edge gaurd. Not too many opponents realize Bair will push you upwards and you'd be surprised how far you will rise back to the stage. Not only that, but it can be performed without even touching the stage preventing punishment.

I have 2 extremely effective edge gaurds I use. And I'm sure most ppl use when they realize PKT doesn't cut it against players with brains.

While the opponent is recovering I will either perform a rising Dair for the spike....or I will Place myself behind them...meaning they are between myself and the stage while in the air and I will perform a rising bair back to the stage. I spike kill atleast once a match performing this technique. Works wonders against samus/zamus/link/TL/lucas...characters that whip grab.

Once you get the hang of it you can chase opponents off the edge using your first jump to fair, if you can't get a connect, you recover with a rising bair for the spike. This works extremely will against opponents who are hanging onto the edge for a split second too long. Nothing like spiking an opponent off the edge when they feel safe.
 

Tyr_03

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^^^
If you can't edgeguard with PKT it's your fault not your opponents'. As with anything involving PKT you have to use it intelligently. There are character exceptions and Bair and Dair can be extremely useful as well but discounting PKT edgeguard is stupid.
 

Powda

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Since most chars in this game have a projectile what I know of, PKT is easily cancelled, and the other half air dodge it.

I'm not claiming PKT is useless, if they are below the stage have at it. But in most cases in my experience the laglessness of a good edge gaurd works far better than a very easily punished move.

But hey, to all his own tyr.
 

Runawayfire

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PKT On edgegaurd is almost undodgeable used correctly.
Just send it towards them and then when it is about to enter their zone curve it back towards the stage and circle up again.
If you do this you WILL hit them... and if you somehow don't, they'll be way too far at this point to punish at all.

I've allmost never missed with this technique. Exceptions are random Falco Forward B's.... but then I would just cover for those too...

This isn't to say I use it ALL the time instead of trying to spike... because it will rarely kill, just help get free damage. If your opponent DI's properly a lot of times the spike is too hard to go for.
 

Tyr_03

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What Runawayfire said. It's all about knowing how to use it.

Succesor of Raphael: It depends on a lot of things. For some characters using SH nair as an approach is really dangerous. I almost never use Nairs on Marth for example because his sword can outprioritize it before you even get close. I tend to play an extremely defensive Lucas and Bair makes a great counter for when opponents are trying to use aerials as an approach. If you SHFF it you'll get one little hexagon that will spike them if they're jumping toward you. I almost never approach anyone from across the stage but rather let them come to me by pestering them with PK Freeze (doesn't work on fast characters + stage dependent) and PK Fires. Once they're closer and depending on how they're approaching I'll sometimes do carefully spaced SHFF Bairs moving gradually closer in order to push them further back and/or hopefully score a hit. You can get a lot of Bairs out really fast. Ftilts work really well for getting them out of your range as well.

I use Bair to spike when opponents didn't get knocked far enough away from the stage to easily get in a Dair or PKT edgeguarding. If the opponent has a predictable recovery like Fox's Up B it's a really easy Bair spike as well.

Nair approaches tend to work really well against characters with shorter reach. You can get a lot of Nair combos in on Fox or Olimar for example. But use your judgement. Mixing up your approaches will be a lot more effective than using just one approach over and over no matter who the character is. Another aerial approach that can work really well is using your Dair effectively. Learn how to full hop Dair so that you can get a second jump after it. This allows you to full hop Dair, second jump Dair and Dair on the way down with no landing lag if you do it correctly. Shield pressuring goodness.

I really don't suggest SH Dairs at all because of the bad landing lag on the end. However, if for some reason you do decide to use it, make sure you ONLY HIT WITH THE LAST HEXAGON. The first 3 knock the opponent slightly up, while the last hits them down or away. If you hit with the first few you're going to knock them out of the move and they'll punish you. If you hit with only the 4th and sometimes the 3rd as well (character dependent) you can sometimes get away with it and it can be somewhat effective. Just make sure they're at a high enough percentage that the 4th hit will knock them away. Dair has a really weirdly large hitbox that can protect you from a lot of projectiles so sometimes SH Dair can be useful against like Toon Link and a few others. Mess around with it and see.
 
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