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I've been maiming Lucas for 3 months, and in the short time I've been using him in tournaments and such, this tech is very useful when pressuring on shield (I.e. Mag > Aerial Mag > Waveland), besides this I haven't experimented anything else besides following on pressure with fair, Nair or another multitude of magnets. I'd say just keep trying to combo it into reverse magnet or fair when hit. It's a really great hit and run tool IMOQuestion for you guys. I didn't do this with hitlag so I've yet to learn the timings for those, but I decided to look further into this tech:
http://gfycat.com/FondPersonalBooby (lol name)
About how useful is something like this? Personally I think it would have quite a few uses because in that gfy alone I feel like Lucas covered space with the magnet and could potentially stop reckless approaches and wavelanded to reposition or follow up on the magnet hit. However I don't see it used a ton. Are there better options than this?
Sorry about all the questions, I'm a very curious person at times
generally dthrow upsmash only works at lower percents where it wont kill (like 0% on zelda its confirmed), and then on other characters it works at kill percents with dthrow to dacus upsmash if the opponent doesn't know the matchup and di behind them at these percents. Slight di gets around dthrow dacus for quite a few characters but on hard di a lot of people go for itIt seems that not a lot of Lucas players use d-throw > u-smash, yet it seems like it's a neat confirm/kill option to me. Why's this? Is there something better to do at around that % for each character? Or is it just because those Lucas players decide to do something else at that time/they have a reason not to?
Might as well use wavebounce magnet if you're looking to get the same reward with a lot less risk involved. I understand that you may be looking for away to get someone offstage, but the risk is too high considering you're jumping to the opponent with no hitbox. Not saying it can't be used as a cross up, I think I could see something like that being used for techchasing.So, this may sound a little bit weird, but I've been experimenting with using dash > jump > reverse magnet (not b-reverse/wavebound) as a bum-rushy approach over forward magnet. Of course, it's finnicky to try to experiment with on wifi, but I feel like it has merits. Namely, if you end magnet quickly enough, your momentum from the dash/jump will still be active, and thus you/Lucas will be closer to where magnet sends the opponent after launch. Also, it feels like it has potential to throw people who gravitate toward the sides of the stage off, and if they completely eat the move, they're launched offstage. Any thoughts?
JamwaQuick overview of Lucas shield pressure in 3.5:
move | hits on frame | max shield advantage | notes
Magnet | 5+ | +4 (into jump) | repeating hits hit 8 frames after end of shieldstun; second Magnet in rotation sh->airborn Magnet->DJ->landing Magnet hits on frame 7
FAir | 5 | +0/-2 (sweetspot/sourspot)
NAir | 4 | -4
DAir | 4 |-5 | hits 2&3 hit 3/4 frames after end of shieldstun respectively
UpAir |4 | -1 | takes 5 more frames to land on hit after perfect DJC -> essentially -6
BAir | 12+ | -2/-3 (sweetspot/sourspot)
Jab 1 | 2/3 (near/far) | -10/-9 | +0/+1 into Jab 2
Jab 2 | 8 | -17
DTilt | 3 | -9
Grab | 11 | - | ignores shields (duh!)
Noticeably between 3.0 and 3.5 what I was referring to as Multimagnets v1 and v2 (or grounded and perfect Multimagnets) have somewhat switched roles. The oddity where Magnet takes longer to hit if you land before it does now due to changes to landing detection doesn't occur anymore for a Magnet performed on the first airborn frame after a jump (you land 1 frame later), which makes v1 Multimagnets much better.Due to the changes to to Magnet stalling, the second aerial Magnet in the v2 rotation now also lands faster and thus gets delayed by 2 frames. If done perfectly the difference between the two now is that v1 alway leaves a 4 frame window between shieldstun and Magnet hits, while the window alternates between 5 and 3 frames for v2. Also, as 3.0 Lucas player probably now, v2 is that much harder to do. v1 is also a bit easier now because of the additional hitlag.
Edit: You don't land too soon, but still land if you delay the first airborn magnet by an additional frame. Thus you know have the mixup between v1 (static actable no-hitbox window of 4 frames for opp), old v2 (window +1/-1) and delayed v2 (window +2/-3).
Another Edit: You can still do v2 Multimagnets almost like in 3.0, but you have to full jump or you get a 2 frame delay on the first hitbox of the second magnet and of course they lost shield advantage. Perfectly done v1 has 4 frames where the opponent can act and no hitbox is out during each iteration, v2 has a 5 frame window after the grounded and a 1 frame window after the aerial magnet (which is enough to escape with frame 2 invincible rolls/moves).
Safest bet for default pressure right now is probably grounded Multimagnets (they're also not that hard to do.) Obviously wavedashes backwards for calling hits/if scared. As for mixups, these seem effective:
- Airborn magnet: 1+ frame larger escape window between magnets but opens up most real good mixups. SH it shouldn't be reactable for the opponent until after the followup, because the visual difference is barely noticable even without the shield animations, fullhopped or delayed the difference is much more noticable. Mixups out of airborn magnet:
- Retreating DJC FAir: Should always hit the sweetspot (-> +0) and hits on the opponent's second actionable frame, i.e. it's super safe. Also hits after a magnet connection depending on percentage.
- Stationary DJC FAir: Relatively good advantage (depending on which hitbox connects) and also your second fastest option. Good compromise between catching fast options now and preserving advantage.
- DJC NAir: Catches buffered spotdodges/rolls if done perfectly and also every other oos option (will also also often just keep opponent shieldstunned if they tried to manually act oos). Relatively bad advantage on shield. Can shieldpoke low.
- DJC UAir: relatively slow, because the opponent is in front of you (will usually hit frame 7 or so, comparable to a magnet in this position), and also usually not that good on shield, because you'll take a while to land unless you ffed very well. Can shieldpoke high, though.
- Waveland: Similar to grounded WD backwars, but a little bit faster/safer if done correctly.
- Magnet: Leads back to grounded magnet. If you either used a full jump before the airborn magnet or delayed it to your second airborn frame from a sh the window after an airborn magnet can be significantly smaller than after a grounded magnet, but it's harder to do. Much more lenient than in 3.0 as your second magnet will fall faster and especially so if shorthopped (which is suboptimal.)
- Hold & land: See below, about the same as for grounded Magnet. Should the opponent be able to react to airborn magnets this becomes more useful.
- JC Grab: Good ol' grab, will hit one frame later than normal grabs oos and thus lose if the opponent timed his grab equally well. Also obviously loses to spotdodge, but beats shield clean.
- DJC Aerials: Comparable to the variations out of an aerial magnet, but they take 1 frame longer (you have to DJ first) and grounded Magnet had given you 3 frames less effective advantage, making them a good deal weaker in this position.
- Holding Magnet: Just holding magnet isn't very good, but as a mixup it can throw of any timing the opponent may have.
To show what I mean with v1/v2 multimagnets:
Multimangets V1
View attachment 38275
Multimagnets V2
View attachment 39054
I considered that, but wavebounce isn't without risk, either. It feels really inconsistent unless you're right in their face (in order to get the release hit) since you change directions so rapidly in wavebounce. Magnet's hitbox goes inside Lucas and just a tiny bit behind his neck anyway, and hitting with his body isn't too hard, imo. Wavebounce is a lot harder of a thing to learn how to do, especially in high stakes, high pressure matches. Mess up and you could be in a very different position than you were hoping to be. Maybe that's just me because I've never cared for wavebounce until now. I feel like it has very niche uses, but enough to where I decided to pick it up, especially for PKF approaches/fakeouts.Might as well use wavebounce magnet if you're looking to get the same reward with a lot less risk involved. I understand that you may be looking for away to get someone offstage, but the risk is too high considering you're jumping to the opponent with no hitbox. Not saying it can't be used as a cross up, I think I could see something like that being used for techchasing.
It seems to me that Hyperflame doesn't really go for ledgejump wavelands. He does traditional ledgedashes from a ledgehop, presumably to be consistent above 100% and below and because you get an extra frame of invincibility if you're frame perfect.Check out my post "Lucas Semi-Hax Dash." Complete dissection there of what I'm describing.
Ledge jump magnet is fully invincible until the jump cancel window. At that point, you can JC grab, waveland back to ledge or go forward, input a DJC Fair, etc. Lots of options to give yourself some breathing room.
If you do a frame perfect ledge jump the second you grab ledge (not hard, just mash jump or buffer the jump holding Cstick up), then input magnet 8-9 frames after Lucas jumps from ledge. The visual cue is looking as his feet when you're just over the ledge. In debug mode, you'll notice a dust cloud appear the frame you can act. Practice that timing and it becomes super easy to be consistent with.
There's also wavelands from ledge jump under 100% that Hyperflame is a bigger fan of. I like ledge jump mags because I can force my opponent to respect my range at the ledge and if they get to close, it pulls them offstage and sets up for a ledge guard reversal, where I'm no longer at a disadvantage.
I'm still working on labbing ledge jump -> ledge cancelled DJC Fair which should be safer, but more difficult in execution. Haven't gotten it yet, but I want to practice this again soon.
==
To practice Bair spikes at the ledge, get Fox CPU in training mode, throw them offstage, pause for a slight second (stops the Fox from acting), then punish their UpB. You'll learn the timing as it's consistent, and the spacing is up to you. If you throw them off normally, they'll double jump sweetspot the ledge; this is where the pause is most important.
Same thing goes for Ike. I learned to punish his recovery after practicing an hour or so every day just trying to punish the UpB. On that note, best times to punish are if you can get underneath him and use a rising Uair when his sword is near Battlefield platform height, or if he's low to the ground, you can Bair spike him easily with a falling Bair.
How long have you been playing PM/Lucas/smash and what other smash games do you play?Hey everyone I'm not new to smash but I am new to the boards. I am having a bit of trouble with SH Magnet > DJC Aerial. Also for my control scheme I have tap jump off and I jump with Y.
ALL Help is very much appreciated.
PREFACE:Hey everyone I'm not new to smash but I am new to the boards. I am having a bit of trouble with SH Magnet > DJC Aerial. Also for my control scheme I have tap jump off and I jump with Y.
ALL Help is very much appreciated.