MVP
Smash Ace
- Joined
- Aug 24, 2012
- Messages
- 641
This thread and many upcoming others is dedicated to the "Essentials" of the metagame of Lucas. What to look for when playing him. It's suppose to go beyond just whats good and bad, it's suppose to provide inside knowledge of a character. Tips and tricks and so forth. I'll update the first post as others post here
To start off......
http://projectm.dantarion.com/characters.php?character=lucas
ESSENTIALS:
Side-B: Side B has many uses. One in-particular that few people know or utilize (i don't know why) is its faster than a waveland when coming from the ledge. It allows you to instantly land and attack faster than a normal waveland.
Charge (Neutral) B: I see this move constantly underutilized. It's Lucas' most unique move and in my opinion the most unique move in the game. It's a charge input that not only charges you Neutral-B like other characters, but provides "charge" to all of his grounded smash attacks
This is HUGE for lucas! But there's more, it has relatively low charge time allowing for safe charges in between stocks, and if you land a smash attack while charged- it automatically charges it again instantly for the next smash attack. This equals gimps, low % KO's, and overall intimidation. I've literally seen matches won by lucas simply because the opponent was scared of his charge.
Quote Smashmods: "When the B button is pressed, Offense Up begins to charge not unlike Samus' Charge Shot or Donkey Kong's Giant Punch. After a few moments, Lucas's hands glow with power and the next smash attack that he performs deals greater damage, shield damage, and knockback. While the charge can be canceled and held at any time during the charge, there is no benefit to holding a partial charge; Lucas' smashes will remain at their normal power until the full charge is complete. If you are accurate with this power, it'll serve you well - Connecting a hit with Offense Up will not expend the charge! Punishing predictable opponents has never been so satisfying!"
EDIT: i have been informed that it does not charge a partial charge. You have to fully charge in one sitting.....
Double Jump Cancel: Double jump cancel provides quick aerials faster than SHFFLing and lower to the ground. It's Lucas' and Ness' signature techniques. What it is is
Quote smashmods: "When using his second jump, if Lucas holds his jump button while an attack is being performed, he will attack while continuing to use his full double jump – but if he releases his jump input before an attack comes out, he will cancel the double jump and drop immediately. This allows quick transition from Lucas' aerial game to his ground game without interfering with his ability to chase opponents into the sky. Former players that used Double Jump Canceling characters should soon find themselves with a very powerful and familiar tool at their fingertips if they choose to play Lucas."
This is a MUST learn technique of you want to succeed with lucas.
To start off......
http://projectm.dantarion.com/characters.php?character=lucas
ESSENTIALS:
Side-B: Side B has many uses. One in-particular that few people know or utilize (i don't know why) is its faster than a waveland when coming from the ledge. It allows you to instantly land and attack faster than a normal waveland.
Charge (Neutral) B: I see this move constantly underutilized. It's Lucas' most unique move and in my opinion the most unique move in the game. It's a charge input that not only charges you Neutral-B like other characters, but provides "charge" to all of his grounded smash attacks

Quote Smashmods: "When the B button is pressed, Offense Up begins to charge not unlike Samus' Charge Shot or Donkey Kong's Giant Punch. After a few moments, Lucas's hands glow with power and the next smash attack that he performs deals greater damage, shield damage, and knockback. While the charge can be canceled and held at any time during the charge, there is no benefit to holding a partial charge; Lucas' smashes will remain at their normal power until the full charge is complete. If you are accurate with this power, it'll serve you well - Connecting a hit with Offense Up will not expend the charge! Punishing predictable opponents has never been so satisfying!"
EDIT: i have been informed that it does not charge a partial charge. You have to fully charge in one sitting.....
Double Jump Cancel: Double jump cancel provides quick aerials faster than SHFFLing and lower to the ground. It's Lucas' and Ness' signature techniques. What it is is
Quote smashmods: "When using his second jump, if Lucas holds his jump button while an attack is being performed, he will attack while continuing to use his full double jump – but if he releases his jump input before an attack comes out, he will cancel the double jump and drop immediately. This allows quick transition from Lucas' aerial game to his ground game without interfering with his ability to chase opponents into the sky. Former players that used Double Jump Canceling characters should soon find themselves with a very powerful and familiar tool at their fingertips if they choose to play Lucas."
This is a MUST learn technique of you want to succeed with lucas.
Burnsy] A double jump cancelled (DJC) PK Freeze can lead into pretty much anything said:*it is recommended that you learn the Essentials of Lucas' game before takleing the Adv.Techs and Technical aspects of Lucas*[/SIZE][/I]
ADVANCED TECHNIQUES:
[COLLAPSE="Advanced Techniques/Technical Aspects of Lucas"]
http://www.youtube.com/watch?v=RvJVvQwIaC8
*please note that this vid is 2.1 and outdated (and crudely put together), but most of those techniques (i think all) can still be used in 2.5.*
Down-B:
[/COLLAPSE]I feel that using aerial down-b to space djc'd aerials could become a very strong aspect of his game, yet I rarely see it utilized.
In particular, jumping in and gliding towards them with down-b seems to be a pretty useful approach in my experience due to the ways you can it mix-up, but it might be easy to counter if you're predictable with it or spam it a lot.
If your reactions are good, or you can get a good read, you can make this pretty safe:
I'd like some other Lucas mains to experiment with this against the people they play, or at least tell me when you think doing this might be a bad idea. Maybe there's something I'm missing that's making me think this is stronger than it really is.
- If they shield it and you space the down-b well, you can land and keep the repeating boxes on them and wavedash out if they have the ability to OoS you, or keep it on them until they roll or are sheild poked if they can't. If they roll, simply wavedash out to get away, or if you are fast enough, to chase their roll and terrorize their now tiny shield.
- If you are too far for your magnet to hit them or their shield, you can djc fair which will often hit or at least be difficult to punish if they shield it, and unless they are expecting it they may be looking to punish your down-b rather than thinking about shielding.
- At low percents, you can often cancel the release hit of air magnet immediately into an djc aerial before they even go behind you
- If you sense danger or want to mix-up this option even more, you always have the option to jump out of the magnet and waveland in any direction or hop up out of your opponent's range/onto a platform. What this should mean is that this option has a very low level of commitment.
- Outside of approaching, aerial down-b can just be a helpful way of spacing your aerials when playing in the air against certain characters.
Related side-note: While coming up with this list I also thought about maybe djc pkf out of the jump-in magnet, but this mixup I haven't put into practice and I think that spacing it well might be an issue. If I find success with this I'll add it to this list.
More moves and techniques will be added/updated in the future.