Y-L
Smash Champion
As a prospective Lucas player, what do I need to know? If someone could refer me to a Lucas guide or just give me the run-down, that would be great. Much appreciated.
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So I know you kind of did it there, but what are all the AT's for Lucas? Could you give me a list of those and briefly explain each?I'd say start by watching videos of those who are already amazing. That way you can see for yourself what is possible and start to incorporate the things you can manage bit by bit.
https://www.youtube.com/watch?v=TBG1njx3kLk is a great match with two fantastic Lucas players, @NeonApophis and Oracle. You can search for them on youtube and find quite a few matches that are very good. A couple others worth mentioning are Calabrel and HammerTime. Pink Fresh also has a unique play style while is a lot less technical than some of the ones mentioned above, but still effective.
As far as advanced techniques and how to perform them, there's already a great amount of data in this section. Some posts/articles I found useful are as follows:
Double Jump Canceling PK Freeze
PM 2.6b Frama and Hitbox Data (yeah, it might be a little outdated, but a lot is the same)
Options on the ledge
[Project M] Lucas Tutorial: DJC Aerials [video]
PSI Magnet Mechanics
Very helpful information very much appreciatedI mean, besides what I listed above, it's just fundamentals of smash, I'd say. I'm sure some other people here could elaborate on other AT's though. The real advanced tech of Lucas, in my opinion, is his combo game. Work on making your followups last as long as possible. You should be able to stream people into combos that lead to death or at least high percentages (I usually use Bair or U-throw as a finisher, with an occasional charged Up smash or Fair) fairly often. It becomes tougher when facing opponents with great DI, but you can still frustrate a lot of people by just not letting them do anything.
When just starting out with a character, it's probably important to get a feel of what your gameplay should be like before you get into all the fancy tech skill, but your opinion may differ and that's fine.
Off the top of my head, here are some to look up...
DACUS (Dash Attack Canceled Up Smash): It can be brutal with his charged up smash. Basically you slide halfway across the stage very quickly and up smash. I find using a claw grip and pressing A instead of Z for the smash to be more reliable, but the claw is not for everyone. (Input is Direction>c-stick Down>control stick Up & A/Z ----- all within a very short timeframe; I think of it all as a sort of flick of all the fingers)
DJC (Double Jump Canceling): Mentioned/shown above. This cancels the remainder of your 2nd jump during its starting frames so that you fall down quicker and it can lead into many advantageous setups. PK Freeze is one thing to DJC, Fair and Uair are also very good too. (Input with tap jump on is Y>control stick Up>c-stick aerial. For PK Freeze, I use the claw grip as I find it more reliable than trying to use tap jump; however, if you're fast with your fingers you could theoretically do it without either—Input is Y>Y>Forward B). DJC PK Freeze is super important for setting people up for combos.
Also Lucas's magnet works similar to Fox's shine in that you can and definitely should jump out of it (wavedash out being usually a good choice). It can also really help you recover if you throw one out about every second or so. Just make sure you don't end up fast falling and also don't do them too fast, or else you'll be worse off than without.
90% of the time, midair dodge to tether recovery is a better option than his Up-B recovery. It's a lot less punishable and much faster, as in PM he is very vulnerable in PKT2. If you are facing the wrong direction to tether, just do a B-reversed magnet by pressing Down-B and sliding a quarter circle to the direction of the ledge as quickly as possible. PKT2 still travels a little bit more distance than tether, however. So if you know for sure you aren't going to reach the tether and you have decent Up-B aim, do PKT2 instead. Another recovery thing to watch out for is trying to tether under the ledge on some stages. Occasionally you'll tether too close to the ledge and end up instantly SDing. If this is the case, just be patient and use your dodge to space out from under before tethering.
Grabs are awesome. D-throw leads into all sorts of combos for non-fast fallers, and U-throw leads to death for most at ~130% depending on stage and fast fallers. B-throw can be a lethal alternative for some stages/fast fallers.
Offense Up has a hitbox when charged. It actually has a moment of invincibility too. If you're being combo'd and your opponent is almost on top of you, just press B to release the OU Burst (as I call it); it comes out faster than any other option you have. It's also a decent punish for if you decide to charge up during your new stock invincibility and the opponent is right there attacking you until it wears off. (If it lands, you keep the charge, too)
That's all for now. I kinda got into a bit more metagame than AT's I feel like, but it's basic stuff for Lucas.
I'm having trouble with a few things.D-throw into Charged U-smash (and sometimes second U-smash depending on their DI and fast-falliness) at low% and D-throw into Bair at mid-high% is a favorite of mine, though you can extend the latter by adding a few DJC'd and L-canceled Uairs.
DJC PK Freeze into anything known to man. Specifically, spacing it till I'm close enough for a dash grab. Dash grab's hitboxes stay out longer (I'd like to say 3 times longer?) than regular grab (though it is more punishable if missed). This also leads into the above.
I dunno though. I normally just go off of a whim. Neon's combos are beautiful though. Check out some more here: https://www.youtube.com/watch?v=0ISPNXuhWbQ
L-canceling them is of much higher significance. That's something I just started trying to implement and it makes a world of difference when going for speed.Question do you need to fast fall DJC aerials?
I think I will just continue to fast fall all of them. Doing a quick DJC aerial is only one input (analog up) added to the inputs of a SHFFL.L-canceling them is of much higher significance. That's something I just started trying to implement and it makes a world of difference when going for speed.
Though, like what 8adge said, if you're DJCing higher than ground level, it can be useful.