• Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!

    You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!

Lucas Tech?

ep1c_marf

Smash Apprentice
Joined
Jun 29, 2013
Messages
99
Location
Pa
So I think I might pick up lucas. So to all the lucas mains, what techs or lucas things should I know? Also how does pink fresh do that thing where he uses his down b and gets closer to the stage somehow when recovering? thanks in advance
 

internetmovieguy

Smash Apprentice
Joined
Feb 26, 2012
Messages
187
Location
Vancouver, BC, Canada
First read his page: http://projectmgame.com/en/characters/lucas

Lucas advance techs

  • Double jump cancel attacks
  • PK (pik-kay) freeze land cancel
  • reverse down b (to turn around in air)
  • Psi Magnet aerial momentum lock (PMAML)
  • PK thunder off a ledge can keep your running momentum and be used to quickly attack with it or PK thunder 2
  • Note that PSi Magnet can be used to send opponents up and behind you (like jiggs Puff punch)
  • DACUS (dash attack canceled up smash)
He has a good dash dance but watchout for the dash pivot (SOOOO SLOW)

PMAML: basically you retain a bit of your momentum when you use you Psi Maganet
Down B can be used to stall in the air, but continue moving horizontally.
After an aerial PK freeze you can use the psi magnet to propel yourself.

Alot of this stuff can be found on youtube in videos for brawl or Project m.
 

Sizeable D

Smash Rookie
Joined
Mar 30, 2014
Messages
21
Location
Austin, TX
  • PK thunder off a ledge can keep your running momentum and be used to quickly attack with it or PK thunder 2
Can someone find a video example of this?
 
Last edited:

Burnsy

Smash Lord
Joined
Nov 4, 2012
Messages
1,167
Location
Phoenix, AZ
Not just that, it also works from a running jump if you input the up-b during the first few airborne frames. Here's a demonstration:

http://www.youtube.com/watch?v=Ej-sre1QATg
He fails a couple times but just pay attention and it should be clear when he gets it. As IMG said in his post, it also works when running off ledges, because if you time it right, you are inputting up-b just as Lucas becomes airborne, same as with the running jump method.
 
Last edited:

jmjh

Smash Rookie
Joined
Sep 12, 2011
Messages
15
Location
Tampa FL
First read his page: http://projectmgame.com/en/characters/lucas

Lucas advance techs

  • Double jump cancel attacks
  • PK (pik-kay) freeze land cancel
  • reverse down b (to turn around in air)
  • Psi Magnet aerial momentum lock (PMAML)
  • PK thunder off a ledge can keep your running momentum and be used to quickly attack with it or PK thunder 2
  • Note that PSi Magnet can be used to send opponents up and behind you (like jiggs Puff punch)
  • DACUS (dash attack canceled up smash)
He has a good dash dance but watchout for the dash pivot (SOOOO SLOW)

PMAML: basically you retain a bit of your momentum when you use you Psi Maganet
Down B can be used to stall in the air, but continue moving horizontally.
After an aerial PK freeze you can use the psi magnet to propel yourself.

Alot of this stuff can be found on youtube in videos for brawl or Project m.

That doesn't explain anything also googling "PMAML" doesn't return any results. Mind elaborating on how to do this?
 

internetmovieguy

Smash Apprentice
Joined
Feb 26, 2012
Messages
187
Location
Vancouver, BC, Canada
That doesn't explain anything also googling "PMAML" doesn't return any results. Mind elaborating on how to do this?
Ah yes, I am terribly sorry for the confusion
The more common name is "Magnet pulling"
https://www.youtube.com/watch?v=7HJ0fRq3G_o
Try this video.
Please remember that this is for brawl so the execution timing may be slightly different.
 

Eisen

Smash Ace
Joined
Sep 17, 2009
Messages
662
Location
Planet Tallon IV
NNID
AndroidPolaris
Yeah, I learned the hard way that constantly DJCing was affecting how well I performed because A: it limited my options and B: my opponents saw right through it after watching me a bit. Mix them up between SH/FH/DJC aerial, SH/FH/DJC aerial crossing them up, SH/FH/DJC aerial retreating away, and all of those at various heights and drop speeds. Of course, aerials aren't only for getting in on someone, and definitely not the best way; make sure you use your PK freeze to open them up, or just stay back and bait them out.

DJCs are honestly best for pressure, combos, and momentum-changing shenanigans. They're not that useful for anything else that I can think of right this second. Oh, actually, they're good for getting you out of pressure sometimes, but I prefer FH aerials for that, especially uair. PK burst works for that too, but with a lot more risk if you predict incorrectly.
 

CatcherAndTheRai

Smash Apprentice
Joined
Feb 3, 2014
Messages
88
NNID
CatcherAndTheRai
So when I see people use the magnet and slide across the stage, Are they magnet pulling? or wave dashing out of it? Ill try and get an example video off youtube...
 

Badge

Smash Apprentice
Joined
Jan 3, 2013
Messages
186
can somebody explain how exactly you double jump cancel? and what it does

Like Ness in previous Smash games, Lucas has a special double jump, that allows him great control over his aerial momentum. Normal double jumps are momentum based: They give a certain upwards momentum when used and then stop affecting the character. Lucas' double jump on the other hand is animation based and sets his vertical momentum throughout the animation.

Using any aerial cancels the double jump animation and leaves Lucas with the vertical momentum he had at this point.
This is called a Double Jump Cancel, abbreviated as DJC. Holding a jump button during the aerial will suppress the cancel and allow Lucas to use aerials in conjunction with his full double jump. Tap jump counts as a 1 frame jump input and will never cause your aerials to not DJC, which is very useful for quick cancels. Releasing the jump button within the first 6 frames of an attack will make the DJC occur at that point. Holding it for 7 frames or more will result in a full double jump.

As Lucas' double jump resets horizontal momentum, DJCs also allow instantaneous horizontal momentum shifts. The term "DJC" usually refers to canceling your upwards momentum, in particular for near ground level aerials. Still you can use the same mechanics to increase your DJ-height by canceling it near the apex. In contrast to Peach's float canceling, DJCing an aerial has nothing to do with landing lag. L-Canceling is still required.

You'll primarily want to practice performing FAirs, UAirs and initial hit DAirs at ground level.
The motion consists of a shorthop followed by a double jump as soon as possible, which is then instantly canceled by an aerial.
Using standard controls, the ideal button combination is:
X/Y → Tap Jump → C-Stick → L-Cancel
C-Sticking the aerial makes it much easier to influence the direction of your double jump.
Using Tap Jump for the DJ has multiple advantages:
  1. It gives time to move your thump in position for the C-Stick.
  2. It automatically makes your aerial cancel the DJ instantaneously as you're not holding a jump button.
  3. It makes the timing for instantaneous double jumps more lenient - simply holding up on the Control Stick when becoming airborn will initiate the DJ as soon as possible.

Using these tricks, this is what you'll have to worry about:
Press your jump button, then press the Control Stick up and into the direction you want to move in as soon as possible while simultaneously positioning your fingers for flicking the C-Stick.
-> Perform your aerial of choice using the C-Stick as soon as possible.
-> L-Cancel using your preferred method.

Note that DJC aerials do profit from fastfalling, if they're not right at ground level. You'll want to fastfall right after initiating the attack. If Lucas rises during the aerial, you didn't initiate it fast enough. Delaying your double jump can serve as a compromise until you've gotten faster. In case you're not using the recommended controls, rising aerials may also mean that you're holding the jump button for too long.

Once you've mastered this, most variations thereof including DJC DAirs can be performed by simply delaying some of the inputs. DJC NAirs require significantly different inputs (I use Y->Y->A), but are also much less important to learn.


To give you an idea of what this technique is used for, these are some common applications for DJC aerials. Note that this list is in no way comprehensive:
  • DJC Aerials are in theory one frame slower to come out than their shorthopped counterparts, but land and in extension end much sooner, making them perfect for combos.
  • The same reasons also make DJCing very benefical when pressuring shields. Additionally the ability to control horizontal momentum allows for safe spacing.
  • DJCing DAirs to avoid the final hitbox can be used to keep grounded opponents stunned for extended periods of time. With perfect execution this is a 0-death on a large portion of the cast that can only be escaped via SDI to the ledge. It's hard to do though and will be even harder once people learn to SDI.
  • While Lucas' special double jump makes many of his ledge options slower, it also allows landing on the stage sooner when using aerials from the ledge.
[/list]
 
Top Bottom