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I'm going to partially disagree with this because of how bad Lucario's DJ is against MK's properly canceled Up-B. His aerials are relatively slow on start-up and his rising air dodge is floaty enough that he is still in a very bad position if he air dodges Up-B. Because of this, Lucario's recovery is only situational against a Meta Knight player with a good reaction time.imo you want to save SL gimps for when lucario has to upB, always put some tight pressure with aerials if he is recovering high, uair will especially be useful for damage racking/killing at very late percents if you can find a pattern in the Lucario's dair. If you try getting greedy for a SL kill when he has more of his offstage options available, you usually end up with lucario making it safe on the stage and often at high aura buffs to start hammering on you.
My point is that MK can basically react to Lucario jumping with Up-B for an amazing mix-up that isn't nearly as good against fast-fallers like Snake and Fox.I don't quite follow, how does letting Luc arch over with double jump -> AD make it better when he gets hit towards the stage as opposed to eliminating that/covering that option first then hammering w/ SL when he runs out of options? I can see one scenario where if Lucario's too high in percent and he careens over to the other side from SL's angle and has to recover again but w/o a jump, but I'm not sure I see what you're seeing. I see this scenario happen so often w/ MK v. Lucario, and every time even top MKs when they SL they lose that opportunity to stuff Lucario and to get him in a worse position and the last thing you want coming back onstage is a high percent Lucario. I see this thing happen several times and I have to say that I honestly don't think SL is strong enough to hinge on alone, especially if Lucario's recovering high. Now if you do that one edgeguard where you can SL cancel -> edgehog and wait while jumping to cover any option lucario throws at you, I can see that working (Viviff and Jem do this to me sometimes, and I feel it's an underrated tactic, and I think Anti used it sometimes against Trela too), but the problem is that Lucario has to be recovering from lower angles (like where Falco or marth usually have to go for, mid/low recovery) for it to work effectively.
@MTI: Zucco has never won on that stage against MK, ever (even against pocket MKs). It's also ridiculously good timeout material if MK wants to go that route. It's got a couple of things going for Lucario, but it's in no way a good stage for him, and it's definitely better for MK than Delphino/Frigate/other milder CPs.
that acid also forces us to jump. which is bad.There's no way Brinstar is that bad for us Lucarios.
If we learned to hang out on the bottom left side we have like 10 options against approaching MKs.
The acid also helps us not get gimped so much.
fun in friendlies. **** no in tourney.Yeah I always debate whether to go MK or Snake against another Lucario in my area, because the ditto is stupid (and I know people complain about dittos, but Lucario dittos are arguably some of the worst rofl).
but those characters work like complete opposites >.>Lucario is a worse Sheik.
He just sucks on that stage in general... no :/Zucco can tell you from experience that in fact Brinstar is in fact actually pretty effective against Luc.
IMO it's pretty effective to be in the air as well and just jump away from him to bait a reaction. Lucario's aerials are pretty slow and don't actually have very good range, and if Lucario commits to a full-hop then you can Neutral B and cover all of his options because of how much he must commit due to his floatiness. Lucario can SH/FH his Neutral Bs to try and beat this, but you can air dodge that on reaction if you give him enough room and play patiently, and he'll eventually start making a pattern that you can read and get in on him with -- assuming that he doesn't make a mistake.He just sucks on that stage in general... no :/
as for this MU.
IMO just stay grounded, and react really well. I think Lucario gets ***** if you play properly. Aura really becomes MUCH more scary in a tournament setting, so after my set w/ john#s where I had to time him out to avoid that I changed my strategy a bit.
I really focus on getting grabs, and just dtilt/sometimes ftilt to **** w/ lucarios spacing (and occasionally give me grabs of reaction + trip). Grabs reallllly mess up lucario, because he gets the risk of getting gimped, and he's so slow in the air that once you learn to deal with dair you can really rack up damage easily.
Practice reacting and powershielding AS and Fsmash, as those are your main threats
CPs = RC (if legal), Delfino,
Bans = YI, FD
edit: Tornado sucks for approaching, don't do it lol
edit2: dont glide
It's more-so his hurt boxes (Fsmash in particular comes to mind).@ Orion
Close range nando isn't that bad as an mix-up approach option. I wouldn't say don't use it at all to approach.
@Xdeath
Lucario in this match-up in the air is pretty unviable but on the ground I would say it is possible as long as you don't attack MK's sheild. And lucario's hit boxes aren't all that weird(except upsmash) people still underestimate them though.
I would say it would be important how MK will play on the lucario's CP of choice. I was experimenting with PS2 a bit in the match up and the air transformation in PS2 surely doesn't help MK.
Well In that case yes. I do agree if you're trying to time the character out. I honestly think sometimes timing out lucario is probably the most viable strategy... It's like the character wants it LOLIMO it's pretty effective to be in the air as well and just jump away from him to bait a reaction. Lucario's aerials are pretty slow and don't actually have very good range, and if Lucario commits to a full-hop then you can Neutral B and cover all of his options because of how much he must commit due to his floatiness. Lucario can SH/FH his Neutral Bs to try and beat this, but you can air dodge that on reaction if you give him enough room and play patiently, and he'll eventually start making a pattern that you can read and get in on him with -- assuming that he doesn't make a mistake.
I feel that Lucario is a character that is unviable on paper, but people make a lot of mistakes vs. him because of how unusual his boxes/bubbles are and Lucario as a character is designed just toward that.
Nado = Committing@ Orion
Close range nando isn't that bad as an mix-up approach option. I wouldn't say don't use it at all to approach.
Shield>Neutral B/Dash grab(/Fsmash/Dsmash for greedy landings) punish the various landings of Neutral B, and Lucario can cover retreating Neutral B options fairly well if he's already grounded.What is lucario going to do mid to high percents? Approach you in the air? You have a valid argument though. Usually mk would have better options.
I'm telling you what Lucario can do to defeat/punish Neutral B approaches.are you saying what MK can do? I am a little confused what you are trying to say.