NESSBOUNDER
Smash Master
This has probably been covered before in one of the Lucas threads that have fallen off the front page, but whatever. I'll make a topic about it because it's that awesome anyway.
Thanks to his incredibly cool Dair, Lucas has THE second most reliable jab lock in the game, only beaten out by the Ice Climbers and their ice block lock (from a grab chain footstool)
Now there was already a topic about using the Dair out of a full jump to get all 4 hits and a spike combo out of an opponent who doesn't DI, and a good way to pressure shields, right? After about 80/90%, most opponents will be bounced off the ground by the spiking part of the attack, which brings us to this:
If you time your Dair so that you hit with only the last 2 hits while your opponent is on the ground, they will be slammed into the ground very fast, with a very small window for teching.
Since Lucas's landing lag will be canceled if you did it properly, you can then jab lock by using Down tilt.
Down tilt does a lot of damage for such a "jab" like attack, and it cancels very quickly, meaning that it's EASY to jab lock your opponent if you can pull this off. You can get in enough damage to KO, and then finish the opponent off with a down or Fsmash, or even PSI magnet if you're feeling funny.
The window for teching this is incredibly small. Most human opponents won't be able to pull it off 100% of the time.
Now that the jab lock is out of the way, I want to touch on another point about the last two hits of Lucas's Dair: doing it this way at lower percents will give you much more frame time to combo the opponent than if you were to hit them with all 4 hits from a full jump. If you hit with the last two hits of the Dair on your way down and still cancel the lag, you'll have enough time to hit with an Fsmash, or even a full jump Dair for extra damage.
This is especially effective against tall opponents of course.
I'd post a video and all, but I don't have the equipment to do that. Maybe I'll draw up a little diagram when I get the time. I really think this is something all Lucas players should look at learning.
Thanks to his incredibly cool Dair, Lucas has THE second most reliable jab lock in the game, only beaten out by the Ice Climbers and their ice block lock (from a grab chain footstool)
Now there was already a topic about using the Dair out of a full jump to get all 4 hits and a spike combo out of an opponent who doesn't DI, and a good way to pressure shields, right? After about 80/90%, most opponents will be bounced off the ground by the spiking part of the attack, which brings us to this:
If you time your Dair so that you hit with only the last 2 hits while your opponent is on the ground, they will be slammed into the ground very fast, with a very small window for teching.
Since Lucas's landing lag will be canceled if you did it properly, you can then jab lock by using Down tilt.
Down tilt does a lot of damage for such a "jab" like attack, and it cancels very quickly, meaning that it's EASY to jab lock your opponent if you can pull this off. You can get in enough damage to KO, and then finish the opponent off with a down or Fsmash, or even PSI magnet if you're feeling funny.
The window for teching this is incredibly small. Most human opponents won't be able to pull it off 100% of the time.
Now that the jab lock is out of the way, I want to touch on another point about the last two hits of Lucas's Dair: doing it this way at lower percents will give you much more frame time to combo the opponent than if you were to hit them with all 4 hits from a full jump. If you hit with the last two hits of the Dair on your way down and still cancel the lag, you'll have enough time to hit with an Fsmash, or even a full jump Dair for extra damage.
This is especially effective against tall opponents of course.
I'd post a video and all, but I don't have the equipment to do that. Maybe I'll draw up a little diagram when I get the time. I really think this is something all Lucas players should look at learning.