Bill cipher3
Smash Cadet
- Joined
- Sep 22, 2015
- Messages
- 65
Nice. And i've heard of the 0-death footstoll can someone show me a video?Here's something I like to do every now and then.
Go to the 2:23 mark. My grab game is bad, I know.
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Nice. And i've heard of the 0-death footstoll can someone show me a video?Here's something I like to do every now and then.
Go to the 2:23 mark. My grab game is bad, I know.
Nice. And i've heard of the 0-death footstoll can someone show me a video?
My Smash Corner has an amazing starter video for Lucas combos and jab locks.What are some good combos on lighter and floaty characters? since i have trouble comboing them in anyway.... so i normally just spam jab and hope i can spike with B-air... although i can get Down Throw to U-air sometimes on Mewtwo... but i usually can't, and i cant get his footstool death combo on them, or just his lock combos because they fly to goddamn far... any tips on lighter/floaty characters on how to combo them?
It's kind of a Hail Mary play really, but you can use PKT2 to try to catch them as they're breaking out of the ice. It can net you some pretty early, flashy kills off the top. If you hit one at low percentages, just keep throwing more PK Freeze at it to rack up damage (like how Yoshi players will up smash an egged opponent to rack up damage--don't use up smash, though, for obvious reasons). If nothing else you can throw out a PK Freeze to keep up the pressure after a d-throw double nair to up air. It's a pretty situational move, but you can get a lot of reward out of it and it's pretty non-commital if you use it close enough to the ground that Lucas won't go into special fall.I have a few probably basic questions. First off, what are some uses for PK Freeze? I mainly use it as a mixup/anticamping kind of thing (it doesn't usually hit, just bothers them), but whenever I do land a PK Freeze I have no idea what to do with them afterwards. Secondly, by using angle logic I can understand when I should use Bair spike and when I should use Dair spike, but are there any times I really should pick one over the other?
They don't auto-cancel when you're close enough to the ground to hit a shield, so that's a resounding no. Full jump dair is pretty hard to punish out of shield for most characters and provides decent shield pressure. You can cross up shields with nair by landing behind them, which forces them to waste frames by putting down their shield and turning. Nair's multi-hits are good shield pressure, too, but not actually safe.Does anyone know if Lucas' fair or bair are safe on shield?
It seems like one of his few iconic skills so yeah. ( hopefully i'll learn how to do locks too )HI! my first post yay!
So i was wondering if i wanted to improve with Lucas, should i learn use locks? i play alot of online and barely get to play offline so i am a bit discouraged to do it. Thanks!
Unless you play Jiggs you're not getting out, following DI is easy.how do you smash di out of lucas's nair
So even againt fox, he cant get out of it?Unless you play Jiggs you're not getting out, following DI is easy.
Because he's a fastfaller you can even N-air loop xN Fox at 0% if you have rage yourself, which is awesome! Free 40%So even againt fox, he cant get out of it?
That's the thing though. Jab is his panic button, but that doesn't necessarily mean it's the best option. The 1-frame difference between jab 1 and down tilt is negligible and, while jab will get the opponent off your back if you catch them with it, they can also expect it, shield, and punish the endlag. With down tilt you're only commiting to 15 frames of action and with more effective range due to how far the attack reaches (the farthest hitbox extends past his foot, effectively making it disjointed), which makes it rather safe on shield. Not only that, but while jab only reliably leads to jab, down tilt can combo into many other things.I have been seeing everywhere recently that any time you would normally jab with Lucas, you should probably dtilt, because they have 'similar' properties and dtilt sets up for much more. I was confused by this viewpoint because I thought they served distinct purposes. Dtilt comes out on frame 3 and lasts for two frames, while jab one comes out on frame 2 and lasts for three frames, plus the other two hits of the jab combo. I was under the impression that dtilt was better as a close-ranged poke to lead into block strings and hopefully land followups, while jab combo was more of a panic-button attack to catch slow opponents or a wall to stop quick but sloppy approaches, which doesn't work with dtilt because the hitbox is so low. Have I been using these moves wrong?
It's guaranteed within a certain percent range (weight dependent) and if you read the opponent's DI. It's certainly not hard to pull of with a bit of practice. I personally find it easier to do than footstool>magnet stall>sour fairPretty irrelevant to me. Most characters gain virtually nothing from that and Lucas is one.
What do you think about the n-air footstool set-upJosePollo
My smash corner said its inescapable
0-30% on lightweightsWhat percent range?
Also what is Lucas's most viable combo? I've seen dthrow nair nair uair and it does 35%! Does that actually work?!?
Nahh it still has that weird 367° angle. Rather than push the opponent in the direction you're going (a la 366°), it pulls the opponent to the center of the hitbox. So... even if you're going down, if the opponent is below you the angle will pull your target upward. You can see this effect a lot better if you go into training mode and set the CPU's damage to 999%. They start rocketing in every direction every time they get hit due to the shaking effect during hitlag lolWas Lucas's nair changed so it now autolinks? The opponent is sent in one direction rather than a random one whenever i use it now.
It's a very minute effect on the initial hits' knockback. Due to the angle of the hitbox, the pulling effect is actually stronger and helps the hits connect better when you're not moving in any direction. Knockback on the final hit wasn't affected outside of the difference the extra 4% (or 3/2/1%, depending on how late into the first hitbox you connect the attack) damage prior to it would make.no just the initial 4 hits were buffed in damage.
this may have had an effect on the knockback.
the knockback was always consistent, though.
What I like to practice is angling myself just so in a way that it looks like I'm going for the ledge, but I go just above it. It's actually really unsafe because a smart opponent will usually hold shield at the ledge, but it gives you another mix-up option. Try to learn to sweetspot the ledge from above the stage for when you're fighting opponents that like to follow you off-stage (which they shouldn't even be doing, since it tends to backfire on them a lot of the time, in my experience). Practice your wall bounces for times when you get taken to stages with walls (Duck Hunt, Castle Seige, a lot of Omgas).Are there anyone drills and practices I can preform in Training to work on my Recovery, specifically, when using PK Thunder. My current drill is throwing myself off and trying to hit myself with the PK Thunder with my eyes closed. I want to see if there is anything better.