Azen
Go ^_^
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!
So basically, knock out and gimp nice and early?Lucario - He has good range and great comboability. His hitboxes linger a bit with his attacks since he uses aura and he gets stronger the more damage he has. He can perform some good combos on Marth for alot of damage, but most of his combos can only be done on Marth when they are BOTH at low percents. He has Aura Sphere as a projectile. He will use these to play defensive and lure you in while also using them as containment tools to control your movement and spacing. Remember to jab them or perfectshield them so you can advance on your own terms while maintaining your spacing. You can also SH airdodge and then use the analog to go in either direction since Marth's aerial movement is so good. Charged Aura Sphere's can't be jabbed and fully charged ones will be used to kill. He will be relying on edgeguarding alot since his smashes aren't too great for killing, because they come out a tad slow. In terms of raw attack speed you are faster while he has more moves that are safe on block then you do. His roll is fast and he also has those lingering hitboxes, so zoning is difficult but not impossible. Remember that you do outrange his fair with yours and your tilts as well. So with good spacing you will be safe. You will usually want to DI back when zoning with fairs so that if Lucario rolls towards you he will end up in front of you. Then you can punish with Dancing Blade. Lucario's recovery isn't too hot. Extreme Speed has no hitbox so if you are on the ledge he is basically screwed. He can try to wall cling then wall jump and up b back to the stage. If you know he has to wall cling then you can ledgedrop fair or ledge drop up b and then he should be done. If he goes for the stage then he will lag and he is easy prey. Just kill him or hit him back out. When he is trying to edgeguard you, try to just airdodge or counter to get past him and then recover. When he is at 100% you need to being going for the kill since that is the percent where he starts to become significantly more powerful.
But it's still pretty slow....not to say it's incredibly slow but it's not too hard to spot dodge to dancing blade or double d-tilt if you're in close.feardragon.. azen's fsmash beats marth's range.
Marth's Shield Breaker outranges Lucario's FSmash. I tested this.However, our Fsmash outranges basically everything you have, but it's slow enough to punish
comebacks in BRAWL?!?!?FADSFKALSDJFLKRange doesn't increase with aura, only knockback and damage. <<
However, our Fsmash outranges basically everything you have, but it's slow enough to punish.
Oh, and never get too comfortable even if you're in the lead. Lucario is the King of Comebacks, as you all know. He gets an extra aura boost when he's behind. Thenagain, don't give up if you're behind him, either. He gets a small, but noticeable DEbuff when he's ahead. The match is never over until the third stock is done.
Never said anything about letting Luc live that much. I'm simply mentioning that he becomes *that* powerful if you let him live that far. Heck, I believe Luc's FSmash has the same amount of power as Marth's at 150%, and if for some reason he's still alive at that percentage you could die pretty early. Of course you shouldn't be eating a fully charged FSmash, but things like a whiffed Counter, although extremely rare, can happen and can set up for this.Jibbles, why would you ever let Lucario charge an Fsmash fully and then get hit with it. Furthermore you should not let Lucario live to the point where his Aura attacks kill that early, and you can't test without DI, most competitive people can DI well.
you guys have a ****ing counter you know. >_>Edit: Oh and don't fall into the trap where he shoots a fully charged aura sphere when you are just about to land. Most people air dodge and get scrwed over. I would either counter, use a second jump if you have it, or best option FF and shield.
if you counter lucarios fsmash tipper, it wont even hit him. its got THAT big rangeJust use proper spacing with f-airs, b-airs, and tilts (forward and down) and you should be ok. You can up-b out of his jab combo before he can..... Say jab, to forward b or jab to grab. Counter works great on ANTICIPATED f-smashes this does NOT mean counter all over the place which can lead to predictability and can ultimatly end result in a loss of a stock or a match.
Well I mentioned the ****ing counter didn't I?you guys have a ****ing counter you know. >_>
Also Marth's fair negates every full aurasphere.
Umm..Lucario can easily live until 140-150 in this match. He'll be able to reach near full power a lot of times....doesn't really matter though. Marth's ground and air game both devastate him. Marth plays a better defense, too.
Recovery is irrelevant. I know how much you Marth mains just love to hear this, but Luc's recovery isn't the easiest thing to gimp. If you think otherwise then stop playing scrubs. He's floaty, decent aerial DI, good midair jump, and very versatile recovery. At worse for the Lucario, he'll be forced to recover onto the stage and take some extra damage from a ledgehopped fair/nair, but outright gimping isn't going to be an easy feat and generally entirely reliant on the Lucario screwing up. With that said, I still consider Marth to be one of the better characters at gimping Luc's recovery, but keep in mind that Luc has his own gimpgame as well. It's not as devastating as Marth's, but it caters very well to harassing characters with poor horizontal recoveries (read: Marth)
Expect a lot of aurasphere from the Lucario. Not to the point where it's spam, but because it's the only saving grace for Lucario in this matchup, and even then I'd still give Marth a 60:40.
No range boost. Aura Sphere gets more range when charged, but it's still unaffected by damage. Aura Sphere's priority does go up with damage, but it shouldn't matter much since Fair cancels it out anyways.Aura DOES give Lucario a range boost on some moves I think.
Thanks for the heads up on the throws, but edge-hogging marth is a bit harder(well properly time edge hogging anyways) since his dancing blade is a great stall(he can vary the moment he goes for the edge by at least 1.5 seconds and wait for invincibility frames to wear off. =blucarios throws can KO btw. his fthrow and bthrow can send you below horizontal if you dont DI quick enough, and they are fast enough to catch you off guard. if marth gets grabbed at the edge of the stage and doesnt DI quick enough, he can die at <100 from a properly timed edgehog.